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Author SHA1 Message Date
funman300 b3b53c4adf Merge pull request 'refactor(engine): split hud_plugin runtime code into submodules' (#128) from refactor/hud-plugin-submodules into master
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2026-07-06 20:54:17 +00:00
funman300 ba76936aba refactor(engine): split hud_plugin runtime code into submodules
Continues #118 after settings_plugin (PR #127): the 2,725-line mod.rs
becomes five focused submodules along existing system boundaries —

  mod.rs        553  markers, resources, popover enums, plugin build
  spawn.rs      552  band / columns / avatar / action-bar construction
  interaction.rs 616 button handlers, Modes/Menu popovers, tap gesture
  fx.rs         430  action fades, score pulses/floaters, streak flourish
  updates.rs    612  HUD text / typography / visibility updaters

Moved items are pub(super) (fx re-exported pub for HudActionFade and
format_time_limit consumers). Code moved verbatim; no behaviour change;
all 44 hud tests pass unchanged.

Refs #118

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:54:04 -07:00
funman300 59ba7ba4c3 Merge pull request 'refactor(engine): split settings_plugin runtime code into submodules' (#127) from refactor/settings-plugin-submodules into master
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2026-07-06 20:46:10 +00:00
funman300 1ca1efb3b6 refactor(engine): split settings_plugin runtime code into submodules
Second phase of #118 for settings_plugin: the 2,857-line mod.rs becomes
four focused submodules along existing system boundaries —

  mod.rs     561  types, markers, SettingsButton, plugin build, persistence
  input.rs   632  button/hotkey handlers, focus attachment, scrolling
  updates.rs 495  per-frame value-text updater systems + label helpers
  ui.rs    1,231  spawn_settings_panel + row builders + thumbnails

Moved items are pub(super); mod.rs glob-imports the submodules so
system registration and tests keep their bare names. No behaviour
change; all 29 settings tests pass unchanged.

Refs #118

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:45:57 -07:00
Gitea CI c5ad487256 chore(web): regenerate wasm artifacts
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2026-07-06 20:41:54 +00:00
funman300 8274581edf Merge pull request 'docs(changelog): cut v0.41.0 section' (#126) from docs/changelog-v0.41.0 into master
Android Release / build-apk (push) Successful in 5m50s
2026-07-06 20:27:43 +00:00
funman300 704e70f60a docs(changelog): cut v0.41.0 section
Renames Unreleased to 0.41.0 (2026-07-06), noting it consolidates the
v0.40.x patch tags that were cut without sectioning. Adds entries for
today's safe-area resume re-poll fix (#116) and the plugin module
test-split phase (#118).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:27:42 -07:00
funman300 b81b314197 Merge pull request 'refactor(engine): move hud/settings/game/input plugin tests into tests.rs files' (#125) from refactor/split-plugin-tests into master
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2026-07-06 20:20:10 +00:00
funman300 a2375d2fd9 refactor(engine): move hud/settings/game/input plugin tests into tests.rs files
Continues #118 after card_plugin (PR #124): the four remaining
oversized plugin files become module directories with their trailing
#[cfg(test)] blocks extracted verbatim into sibling tests.rs files,
following the replay_overlay/ pattern.

  hud_plugin:      3,598 -> 2,725 + 872   (44 tests)
  settings_plugin: 3,512 -> 2,857 + 654   (25 tests)
  game_plugin:     2,562 -> 1,310 + 1,251 (39 tests)
  input_plugin:    2,540 -> 1,832 + 707   (31 tests)

Pure mechanical moves via git mv — no runtime code changes; all 139
tests preserved and passing.

Refs #118

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:19:56 -07:00
funman300 3f5e4f4290 Merge pull request 'refactor(engine): move card_plugin tests into card_plugin/tests.rs' (#124) from refactor/card-plugin-split-tests into master
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2026-07-06 20:16:55 +00:00
funman300 0797e9a993 refactor(engine): move card_plugin tests into card_plugin/tests.rs
First increment of the module-split plan: card_plugin.rs becomes
card_plugin/{mod.rs, tests.rs} (2,536 + 1,592 lines), following the
replay_overlay/ pattern. Pure mechanical move via git mv — no runtime
code changes; all 70 tests preserved and passing.

Refs #118

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:16:21 -07:00
funman300 c53b42342b Merge pull request 'chore(scripts): add Gitea deploy watcher' (#123) from chore/commit-watch-deploy into master 2026-07-06 20:10:33 +00:00
funman300 123aa6d099 chore(scripts): add Gitea deploy watcher
Polls the docker-build / web-wasm-rebuild workflow runs and prints a
compact status block until the newest deploy is live. Reads the API
token from ~/.config/tea/config.yml and never prints it.

Closes #119

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:10:24 -07:00
funman300 331d932c4b Merge pull request 'docs(core): record unlimited stock recycling as an intentional rules decision' (#122) from docs/recycle-rule-decision into master
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2026-07-06 20:10:00 +00:00
Gitea CI 716e5f04cf chore(web): regenerate wasm artifacts
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2026-07-06 20:03:54 +00:00
funman300 ef9d914b99 docs(core): record unlimited stock recycling as an intentional rules decision
Resolves the Draw-1 recycle question from the June 500-game audit:
unlimited recycling with upstream score penalties is deliberate,
matching mainstream digital solitaire rather than strict 3-pass
tournament rules. The difficulty seed catalog and the winnable-deal
solver are verified under this rule, so a hard pass limit must not be
introduced casually.

- ARCHITECTURE.md: new 'Rules decisions' note in the solitaire_core
  section
- GameState::draw() doc comment points at the decision record
- New lock-in test draw_one_recycling_is_unlimited_by_design asserts
  10+ recycles are never rejected

Closes #117

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:03:22 -07:00
funman300 005efa2ee4 Merge pull request 'fix(engine): re-poll safe-area insets after app resume' (#121) from fix/safe-area-resume-repoll into master
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2026-07-06 19:52:59 +00:00
funman300 1190ed3ce6 fix(engine): re-poll safe-area insets after app resume
refresh_insets gated its loop on insets.is_populated(), so once insets
resolved at first launch, rearm_on_resumed's poll-counter reset was a
no-op and JNI was never queried again. Insets that changed while the
app was backgrounded (fold/unfold, rotation, gesture/3-button nav
switch) stayed stale until process restart.

Gate the loop on the poll counter alone and settle a cycle by
exhausting it once a populated reading arrives. The cached resource is
rewritten only when the value actually differs, so resumes where
nothing moved trigger no change detection and no relayout — preserving
the no-flash resume behaviour. Also correct the stale on_app_resumed
doc that still described the old inset-zeroing approach.

Closes #116

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 12:50:01 -07:00
Gitea CI 2869e1c34e chore(web): regenerate wasm artifacts
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2026-06-26 21:25:24 +00:00
27 changed files with 10958 additions and 10727 deletions
+12
View File
@@ -109,6 +109,18 @@ Owns:
- Achievement unlock condition evaluation
- Seeded RNG for reproducible deals
**Rules decisions:**
- **Stock recycling is unlimited in every draw mode — by design.** Extra
passes through the stock are discouraged via the upstream score penalty
(applied by the `card_game`/`klondike` session), never blocked with a
`MoveError`. This matches mainstream digital solitaire (unlimited redeals
in Draw-1) rather than strict tournament rules (3-pass cap). It is load-
bearing: the difficulty seed catalog and the winnable-deal solver are
verified under unlimited recycling, so introducing a hard pass limit would
invalidate both. Locked in by the
`draw_one_recycling_is_unlimited_by_design` test in
`solitaire_core/src/game_state.rs`. (Decision record: Gitea issue #117.)
### `solitaire_sync`
**Dependencies:** `serde`, `serde_json`, `uuid`, `chrono` only.
+21
View File
@@ -6,8 +6,19 @@ project follows [Semantic Versioning](https://semver.org/).
## [Unreleased]
## [0.41.0] — 2026-07-06
> Consolidates everything shipped since v0.39.0, including the v0.40.0v0.40.3
> patch tags (which were cut from this section without renaming it at the time).
### Added
- **Rules decision record: unlimited stock recycling.** Documented in
`ARCHITECTURE.md` that unlimited recycling with score penalties (matching
mainstream digital solitaire) is intentional, and locked it in with a core
test — the difficulty seed catalog and winnable-deal solver are verified
under this rule. Resolves the last open finding from the June 500-game
audit (issue #117).
- **Analytics validation runbook.** Documented native Matomo live validation,
expected event payloads, and the current web/WASM analytics split.
- **Android smoke-test runbook.** Updated the Android doc with the current
@@ -26,6 +37,10 @@ project follows [Semantic Versioning](https://semver.org/).
### Changed
- **Engine plugin modules restructured.** The five oversized plugin files
(card, hud, settings, game, input) are now module directories with their
test suites in sibling `tests.rs` files — no behaviour change; first phase
of the module-split plan (#118).
- **Core type ownership.** Routed all klondike/card imports through
`solitaire_core` and unified local `Suit` / `Rank` with upstream `card_game`
types.
@@ -37,6 +52,12 @@ project follows [Semantic Versioning](https://semver.org/).
### Fixed
- **Safe-area insets now re-polled after app resume.** The inset poller settled
permanently once insets first resolved, so inset changes while backgrounded
(fold/unfold, rotation, gesture ↔ 3-button nav switch) kept stale layout until
the app was killed. Each resume now re-arms a fresh poll window; the cached
value is rewritten only when it actually changed, so unchanged resumes still
cause no relayout flash. (#116)
- **Tableau fill on foldables / tall screens.** The tableau fan now spreads from
each column's total depth (face-down cards included) and refills on the
cold-start deal, every move, and on resize (incl. the Android safe-area-inset
+66
View File
@@ -0,0 +1,66 @@
#!/usr/bin/env bash
# Live-watch the Gitea Actions deploy pipeline for Ferrous Solitaire.
#
# Polls recent workflow runs and prints a compact status block each cycle.
# Stops when the newest docker-build (the deploy) has completed and no
# web-wasm-rebuild is still pending — i.e. the full fix is live.
#
# Usage: ./scripts/watch_deploy.sh [interval_seconds]
# token is read from ~/.config/tea/config.yml (never printed).
set -uo pipefail
REPO="funman300/Ferrous-Solitaire"
BASE="https://git.aleshym.co/api/v1/repos/${REPO}"
INTERVAL="${1:-20}"
CFG="${HOME}/.config/tea/config.yml"
TOKEN="$(grep -E '^[[:space:]]*token:' "$CFG" | head -1 | sed -E 's/.*token:[[:space:]]*//' | tr -d '"'\'' ')"
[ -z "$TOKEN" ] && { echo "error: no token in $CFG" >&2; exit 1; }
echo "── watching ${REPO} deploy (poll ${INTERVAL}s, Ctrl-C to stop) ──"
while :; do
json="$(curl -s --max-time 20 -H "Authorization: token ${TOKEN}" "${BASE}/actions/runs?limit=6")"
# Print rows + emit the deploy state on the last line (parsed below).
# JSON is passed via env var because `python3 -` reads its program from the
# heredoc on stdin, so stdin can't also carry the data.
out="$(JSON_DATA="$json" python3 - <<'PY'
import os, sys, json, datetime
now = datetime.datetime.now().strftime("%H:%M:%S")
raw = os.environ.get("JSON_DATA", "").strip()
try:
d = json.loads(raw)
except Exception:
print("[%s] (api unavailable, retrying)" % now)
print("STATE=DEPLOYING")
sys.exit(0)
runs = d.get("workflow_runs", [])[:6]
icons = {("completed","success"):"OK ", ("completed","failure"):"FAIL",
("completed","cancelled"):"CXL "}
def ic(s, c):
if s == "queued": return "queue"
if s == "in_progress": return "run.."
return icons.get((s, c), s or "?")
print("[%s]" % datetime.datetime.now().strftime("%H:%M:%S"))
for r in runs:
wf = str(r.get("path","")).split("@")[0].split("/")[-1].replace(".yml","")
print(" %-5s %-5s %-7s %-18s %s/%s" % (
ic(r.get("status"), r.get("conclusion")),
r.get("id"), str(r.get("head_sha"))[:7], wf[:18],
r.get("status"), r.get("conclusion")))
db = [r for r in runs if "docker-build" in str(r.get("path"))]
wr_pending = any(r.get("status") != "completed" for r in runs if "web-wasm-rebuild" in str(r.get("path")))
top = db[0] if db else None
live = bool(top and top.get("status")=="completed" and top.get("conclusion")=="success" and not wr_pending)
print("STATE=%s" % ("LIVE" if live else ("WAIT_WASM" if wr_pending else "DEPLOYING")))
PY
)"
echo "$out" | grep -v '^STATE='
if echo "$out" | grep -q '^STATE=LIVE'; then
echo ""
echo "DEPLOY LIVE — newest docker-build succeeded, no wasm rebuild pending."
echo " Test: https://klondike.aleshym.co/play?v=${RANDOM}"
break
fi
sleep "$INTERVAL"
done
+31
View File
@@ -863,6 +863,13 @@ impl GameState {
}
/// Draw cards from stock to waste. When stock is empty, recycles waste back to stock.
///
/// Recycling is deliberately unlimited in every draw mode: extra passes
/// are discouraged through the upstream score penalty, never rejected
/// with a [`MoveError`]. The difficulty seed catalog and the
/// winnable-deal solver are verified under this rule — see the
/// "Rules decisions" note in `ARCHITECTURE.md` (`solitaire_core`
/// section) before considering a hard pass limit.
pub fn draw(&mut self) -> Result<(), MoveError> {
if self.is_won() {
return Err(MoveError::GameAlreadyWon);
@@ -1222,6 +1229,30 @@ mod tests {
);
}
#[test]
fn draw_one_recycling_is_unlimited_by_design() {
// Rules decision (Gitea #117): stock recycling is unlimited in every
// draw mode. Extra passes are discouraged via the upstream score
// penalty, never blocked with a MoveError. The difficulty seed
// catalog and the winnable-deal solver are verified under this rule,
// so a hard pass limit must not be introduced casually — see the
// "Rules decisions" note in ARCHITECTURE.md (`solitaire_core`).
let mut game = game_at_first_recycle().expect("could not reach recycle");
// ~24 draws per Draw-1 pass; 2_000 draws is ample budget for 10 passes.
for _ in 0..2_000 {
if game.recycle_count() >= 10 {
break;
}
game.draw()
.expect("unlimited recycling: draw must never fail on pass count");
}
assert!(
game.recycle_count() >= 10,
"expected at least 10 recycles within the draw budget, got {}",
game.recycle_count(),
);
}
#[test]
fn undo_applies_minus_15_penalty_via_upstream_score() {
// A foundation move scores +10 upstream; undoing it nets the move score
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+430
View File
@@ -0,0 +1,430 @@
//! HUD feedback effects: action-bar fades, score pulses and floaters,
//! and streak flourishes.
use super::*;
/// Auto-fade state for the action button bar. The bar fades out when
/// the cursor is in the play area (below the HUD band) and back in when
/// the cursor approaches the top of the window — same UX as a video
/// player's auto-hide controls. Buttons remain fully interactive when
/// visible; when faded out they're geometrically out of cursor reach
/// (hover requires the cursor to be on a button), so no extra
/// pointer-events guard is needed.
#[derive(Resource, Debug, Clone, Copy)]
pub struct HudActionFade {
/// Currently displayed alpha. Lerped toward `target` each frame.
pub alpha: f32,
/// Where `alpha` is heading — 0.0 (faded out) or 1.0 (visible).
pub target: f32,
}
impl Default for HudActionFade {
fn default() -> Self {
// Start visible so the player sees the controls on first launch
// before they've moved the cursor anywhere.
Self {
alpha: 1.0,
target: 1.0,
}
}
}
/// 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.
#[cfg(not(target_os = "android"))]
const ACTION_FADE_REVEAL_PX: f32 = HUD_BAND_HEIGHT + 32.0;
/// Lerp rate for fading (per second). 6.0 ≈ 167 ms for a full
/// transition — fast enough to feel responsive without flashing on
/// brief cursor wanders into the reveal zone.
#[cfg(not(target_os = "android"))]
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 (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.
#[cfg(not(target_os = "android"))]
pub(super) fn update_action_fade(windows: Query<&Window>, time: Res<Time>, mut fade: ResMut<HudActionFade>) {
let Ok(window) = windows.single() else {
return;
};
let height = window.resolution.height();
fade.target = match window.cursor_position() {
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.
None => 1.0,
};
let dt = time.delta_secs();
let max_step = ACTION_FADE_RATE_PER_SEC * dt;
let diff = fade.target - fade.alpha;
fade.alpha = (fade.alpha + diff.clamp(-max_step, max_step)).clamp(0.0, 1.0);
}
/// Applies the current fade alpha to every action button's
/// `BackgroundColor` and to its child label / hotkey-chip text. Runs in
/// `Last` (after `paint_action_buttons`) so a hover-state change in the
/// same frame doesn't override the fade with an opaque idle / hover
/// colour.
#[cfg(not(target_os = "android"))]
#[allow(clippy::type_complexity)]
pub(super) fn apply_action_fade(
fade: Res<HudActionFade>,
// Excludes `PopoverRow` so the auto-fade only applies to the
// top-level action bar buttons. Popover rows live inside an
// explicitly-opened dropdown panel and need to stay visible
// regardless of the bar's fade state — without the exclusion
// the rows fade to invisible while the popover container stays
// visible, leaving a solid background block with no readable
// content.
mut buttons: Query<
(&Children, &mut BackgroundColor),
(With<ActionButton>, Without<PopoverRow>),
>,
mut text_q: Query<&mut TextColor>,
) {
for (children, mut bg) in &mut buttons {
let mut c = bg.0;
c.set_alpha(fade.alpha);
bg.0 = c;
for child in children.iter() {
if let Ok(mut tc) = text_q.get_mut(child) {
let mut cc = tc.0;
cc.set_alpha(fade.alpha);
tc.0 = cc;
}
}
}
}
/// Visual feedback for every action button — paints idle / hover / pressed
/// states by mutating `BackgroundColor` whenever the interaction state
/// changes. One query covers all action buttons via the shared
/// `ActionButton` marker.
#[allow(clippy::type_complexity)]
pub(super) fn paint_action_buttons(
mut buttons: Query<
(&Interaction, &mut BackgroundColor),
(With<ActionButton>, Changed<Interaction>),
>,
) {
for (interaction, mut bg) in &mut buttons {
bg.0 = match interaction {
Interaction::Pressed => ACTION_BTN_PRESSED,
Interaction::Hovered => ACTION_BTN_HOVER,
Interaction::None => ACTION_BTN_IDLE,
};
}
}
/// Triangular 1.0 → 1.1 → 1.0 curve used by the score pulse. Pure
/// function so the test suite can assert on the curve directly
/// without spinning up a Bevy app.
///
/// The brief proposed `if t < 0.5 { 1.0 + 0.2*t } else { 1.2 - 0.2*(t-0.5) }`,
/// but that yields a discontinuity at t=0.5 (jumps from 1.1 → 1.2) and
/// ends at 1.1 instead of 1.0. The corrected form below preserves the
/// intent ("1.0 → 1.1 → 1.0 over the duration") with a continuous
/// triangle peaking at 1.1.
pub(super) fn score_pulse_scale(t: f32) -> f32 {
let clamped = t.clamp(0.0, 1.0);
if clamped < 0.5 {
1.0 + 0.2 * clamped
} else {
1.1 - 0.2 * (clamped - 0.5)
}
}
/// Vertical pixels the floating "+N" drifts up over its lifetime.
const FLOATER_DRIFT_PX: f32 = 40.0;
/// Diffs the current `GameStateResource.score` against
/// [`PreviousScore`]. On a positive delta:
///
/// - Inserts (or refreshes) a [`ScorePulse`] on every [`HudScore`] entity
/// so the readout pulses 1.0 → 1.1 → 1.0.
/// - When the delta is ≥ [`SCORE_FLOATER_THRESHOLD`], spawns a floating
/// "+N" UI text in `ACCENT_PRIMARY` anchored just below the score
/// readout (see the doc comment on [`ScoreFloater`] for why this is a
/// UI Node rather than a `Text2d`).
pub(super) fn detect_score_change(
game: Res<GameStateResource>,
settings: Option<Res<SettingsResource>>,
mut prev: ResMut<PreviousScore>,
font_res: Option<Res<FontResource>>,
score_q: Query<Entity, With<HudScore>>,
mut commands: Commands,
) {
let current = game.0.score();
let delta = current - prev.0;
prev.0 = current;
if delta <= 0 {
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)
.unwrap_or_default();
let pulse_secs = scaled_duration(MOTION_SCORE_PULSE_SECS, speed);
let floater_secs = scaled_duration(MOTION_SCORE_PULSE_SECS * 2.0, speed);
// Refresh ScorePulse on every score readout entity (in practice
// there's exactly one, but iterating is cheaper than asserting).
for entity in &score_q {
commands.entity(entity).insert(ScorePulse {
elapsed: 0.0,
duration: pulse_secs,
});
}
if delta < SCORE_FLOATER_THRESHOLD {
return;
}
let font = TextFont {
font: font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_BODY_LG,
..default()
};
// Spawned as an absolutely-positioned UI Node so the floater rides
// the same screen-coordinate system as the score readout. Using a
// `Text2d` here would require translating UI layout coordinates to
// world space every frame; a UI node piggybacks on the same
// anchoring `update_hud` already uses for the score and stays
// testable under `MinimalPlugins`.
commands.spawn((
ScoreFloater {
elapsed: 0.0,
duration: floater_secs,
},
Node {
position_type: PositionType::Absolute,
// Anchored next to the HUD column; matches the
// `spawn_hud` left/top offsets so the floater appears
// overlaid on the score line and drifts up from there.
left: VAL_SPACE_3,
top: Val::Px(0.0),
..default()
},
ZIndex(Z_HUD_TOP),
Text::new(format!("+{delta}")),
font,
TextColor(ACCENT_PRIMARY),
));
}
/// Advances every [`ScorePulse`], scaling its entity's `Transform`
/// using [`score_pulse_scale`]. Removes the component once
/// `elapsed >= duration` (or immediately under
/// [`AnimSpeed::Instant`](solitaire_data::AnimSpeed) where duration is
/// 0) and pins the scale back to 1.0 so no float drift survives.
pub(super) fn advance_score_pulse(
time: Res<Time>,
mut commands: Commands,
mut q: Query<(Entity, &mut ScorePulse, &mut Transform)>,
) {
let dt = time.delta_secs();
for (entity, mut pulse, mut transform) in &mut q {
let t = if pulse.duration <= 0.0 {
1.0
} else {
pulse.elapsed += dt;
(pulse.elapsed / pulse.duration).clamp(0.0, 1.0)
};
let scale = score_pulse_scale(t);
transform.scale = Vec3::new(scale, scale, 1.0);
if t >= 1.0 {
transform.scale = Vec3::ONE;
commands.entity(entity).remove::<ScorePulse>();
}
}
}
/// Advances every [`ScoreFloater`]: drifts the node upward by up to
/// [`FLOATER_DRIFT_PX`] and fades the text colour to transparent over
/// its lifetime. Despawns the entity once `elapsed >= duration`.
pub(super) fn advance_score_floater(
time: Res<Time>,
mut commands: Commands,
mut nodes: Query<(Entity, &mut ScoreFloater, &mut Node, &mut TextColor)>,
) {
let dt = time.delta_secs();
for (entity, mut floater, mut node, mut color) in &mut nodes {
let t = if floater.duration <= 0.0 {
1.0
} else {
floater.elapsed += dt;
(floater.elapsed / floater.duration).clamp(0.0, 1.0)
};
// Drift upward: top decreases as t grows. Starting top=0 keeps
// the floater on the score line; ending at -FLOATER_DRIFT_PX
// pulls it up off the readout.
node.top = Val::Px(-FLOATER_DRIFT_PX * t);
// Linear fade: ACCENT_PRIMARY at t=0 → fully transparent at t=1.
let mut c = ACCENT_PRIMARY;
c.set_alpha(1.0 - t);
color.0 = c;
if t >= 1.0 {
commands.entity(entity).despawn();
}
}
}
// ---------------------------------------------------------------------------
// Streak-milestone flourish
//
// Per the 2026-04-30 UX overhaul plan, the foundation flourish is the per-suit
// completion celebration; the streak flourish is its lifetime equivalent —
// when the player's `win_streak_current` crosses 3, 5, or 10, the HUD score
// readout pulses larger than a normal score-change pulse and tints magenta
// (`ACCENT_SECONDARY`) before snapping back to its resting state.
//
// Why the score readout: there is no always-on streak number on the HUD
// today (the readout lives in the Stats overlay), and the score is the
// most prominent always-visible HUD figure. The accompanying `InfoToastEvent`
// fired by `stats_plugin` carries the explicit "Win streak: N!" text so a
// player who isn't watching the score still sees the celebration land.
// ---------------------------------------------------------------------------
/// Pure helper for unit tests — returns the per-frame scale factor for
/// the streak flourish at `elapsed_secs` over `duration_secs`.
///
/// Triangular curve, mirroring [`foundation_flourish_scale`](crate::feedback_anim_plugin::foundation_flourish_scale):
/// at `t = 0.0` returns `1.0`, at `t = 0.5` returns
/// [`STREAK_FLOURISH_PEAK_SCALE`], at `t = 1.0` returns `1.0`.
/// Out-of-range values are clamped so the score readout never freezes
/// at a non-1.0 scale on the frame after the flourish ends.
///
/// Returns `1.0` whenever `duration_secs <= 0.0` so callers running
/// under `AnimSpeed::Instant` (zeroed durations) skip the flourish
/// without dividing by zero.
pub fn streak_flourish_scale(elapsed_secs: f32, duration_secs: f32) -> f32 {
if duration_secs <= 0.0 {
return 1.0;
}
let t = (elapsed_secs / duration_secs).clamp(0.0, 1.0);
let peak = STREAK_FLOURISH_PEAK_SCALE;
if t < 0.5 {
// Climb from 1.0 at t=0 to peak at t=0.5.
1.0 + (peak - 1.0) * (t / 0.5)
} else {
// Descend from peak at t=0.5 back to 1.0 at t=1.0.
peak - (peak - 1.0) * ((t - 0.5) / 0.5)
}
}
/// Inserts a [`StreakFlourish`] on every [`HudScore`] entity when a
/// [`WinStreakMilestoneEvent`] fires. Captures the readout's current
/// `TextColor` so `advance_streak_flourish` can restore it when the
/// timer expires; reuses any existing flourish's `original_color` so
/// re-entering the system mid-flourish doesn't snapshot the magenta
/// tint as the new "original".
///
/// Removes any concurrent [`ScorePulse`] from the same entity so the
/// flourish takes over the scale slot cleanly — score pulses last
/// 250 ms, the flourish 600 ms, and the streak crossing always
/// coincides with a positive score delta, so the flourish is the
/// louder of the two celebrations.
pub(super) fn start_streak_flourish(
mut events: MessageReader<WinStreakMilestoneEvent>,
settings: Option<Res<SettingsResource>>,
score_q: Query<(Entity, &TextColor, Option<&StreakFlourish>), With<HudScore>>,
mut commands: Commands,
) {
let Some(latest) = events.read().last() else {
return;
};
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)
.unwrap_or_default();
let duration = scaled_duration(MOTION_STREAK_FLOURISH_SECS, speed);
for (entity, color, existing) in &score_q {
let original_color = existing.map_or(color.0, |f| f.original_color);
commands
.entity(entity)
.remove::<ScorePulse>()
.insert(StreakFlourish {
streak: latest.streak,
elapsed: 0.0,
duration,
original_color,
});
}
}
/// Advances every [`StreakFlourish`], scaling its entity's `Transform`
/// using [`streak_flourish_scale`] and lerping the `TextColor` toward
/// [`ACCENT_SECONDARY`] for the first half then back to the captured
/// `original_color`. Removes the component once `elapsed >= duration`
/// (or immediately under [`AnimSpeed::Instant`](solitaire_data::AnimSpeed)
/// where duration is 0) and pins the scale back to 1.0 / restores the
/// original colour so no half-state is ever shown.
///
/// Filtered with `Without<ScorePulse>` so the streak flourish never
/// races a score pulse for the same `Transform.scale` slot —
/// `start_streak_flourish` strips any concurrent `ScorePulse` from the
/// score entity before this system runs, so the filter is purely a
/// belt-and-braces invariant.
pub(super) fn advance_streak_flourish(
time: Res<Time>,
mut commands: Commands,
mut q: Query<
(Entity, &mut StreakFlourish, &mut Transform, &mut TextColor),
Without<ScorePulse>,
>,
) {
let dt = time.delta_secs();
for (entity, mut anim, mut transform, mut color) in &mut q {
let t = if anim.duration <= 0.0 {
1.0
} else {
anim.elapsed += dt;
(anim.elapsed / anim.duration).clamp(0.0, 1.0)
};
let scale = streak_flourish_scale(anim.elapsed, anim.duration);
transform.scale = Vec3::new(scale, scale, 1.0);
// Tint mix: full magenta at t=0..=0.5, fades back to the
// original colour over t=0.5..=1.0.
let mix = if t < 0.5 { 1.0 } else { 1.0 - (t - 0.5) / 0.5 };
color.0 = lerp_text_color(anim.original_color, ACCENT_SECONDARY, mix);
if t >= 1.0 {
transform.scale = Vec3::ONE;
color.0 = anim.original_color;
commands.entity(entity).remove::<StreakFlourish>();
}
}
}
/// sRGB-space linear interpolation between two `Color`s — small local
/// helper so `advance_streak_flourish` stays readable. sRGB-space
/// lerping is fine for a brief decorative tint (a perceptually-uniform
/// space would be overkill).
pub(super) fn lerp_text_color(from: Color, to: Color, t: f32) -> Color {
let from = from.to_srgba();
let to = to.to_srgba();
let t = t.clamp(0.0, 1.0);
Color::srgba(
from.red + (to.red - from.red) * t,
from.green + (to.green - from.green) * t,
from.blue + (to.blue - from.blue) * t,
from.alpha + (to.alpha - from.alpha) * t,
)
}
@@ -0,0 +1,616 @@
//! HUD interaction: action-button handlers, Modes/Menu popovers, and
//! the chrome tap-to-toggle gesture.
use super::*;
/// `Changed<Interaction>` filter ensures we only react on the frame the
/// interaction state transitions, avoiding repeat events while the button
/// is held down. Each click handler fires the corresponding request event,
/// which `pause_plugin` / `help_plugin` / `game_plugin` consume alongside
/// their existing keyboard handlers.
pub(super) fn handle_new_game_button(
interaction_query: Query<&Interaction, (With<NewGameButton>, Changed<Interaction>)>,
mut new_game: MessageWriter<NewGameRequestEvent>,
) {
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
new_game.write(NewGameRequestEvent::default());
}
}
}
pub(super) fn handle_undo_button(
interaction_query: Query<&Interaction, (With<UndoButton>, Changed<Interaction>)>,
mut undo: MessageWriter<UndoRequestEvent>,
) {
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
undo.write(UndoRequestEvent);
}
}
}
pub(super) fn handle_pause_button(
interaction_query: Query<&Interaction, (With<PauseButton>, Changed<Interaction>)>,
mut pause: MessageWriter<PauseRequestEvent>,
) {
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
pause.write(PauseRequestEvent);
}
}
}
pub(super) fn handle_help_button(
interaction_query: Query<&Interaction, (With<HelpButton>, Changed<Interaction>)>,
mut help: MessageWriter<HelpRequestEvent>,
) {
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
help.write(HelpRequestEvent);
}
}
}
pub(super) fn handle_hint_button(
interaction_query: Query<&Interaction, (With<HintButton>, Changed<Interaction>)>,
paused: Option<Res<PausedResource>>,
game: Option<Res<GameStateResource>>,
solver_config: Option<Res<crate::input_plugin::HintSolverConfig>>,
mut pending_hint: Option<ResMut<crate::pending_hint::PendingHintTask>>,
mut info_toast: MessageWriter<InfoToastEvent>,
) {
for interaction in &interaction_query {
if *interaction != Interaction::Pressed {
continue;
}
if paused.as_ref().is_some_and(|p| p.0) {
return;
}
let Some(ref g) = game else { return };
if g.0.is_won() {
info_toast.write(InfoToastEvent(HINT_WON_MSG.to_string()));
return;
}
if let (Some(cfg), Some(hint)) = (solver_config.as_ref(), pending_hint.as_mut()) {
hint.spawn(g.0.clone(), cfg.moves_budget, cfg.states_budget);
}
}
}
/// Toggles the [`ModesPopover`]: spawns it on first click, despawns it on
/// second click. Mode rows are populated per the player's current level so
/// only unlocked options appear.
pub(super) fn handle_modes_button(
interaction_query: Query<&Interaction, (With<ModesButton>, Changed<Interaction>)>,
popovers: Query<Entity, With<ModesPopover>>,
backdrops: Query<Entity, With<ModesPopoverBackdrop>>,
progress: Option<Res<ProgressResource>>,
daily: Option<Res<DailyChallengeResource>>,
font_res: Option<Res<FontResource>>,
mut commands: Commands,
) {
let pressed = interaction_query.iter().any(|i| *i == Interaction::Pressed);
if !pressed {
return;
}
if let Ok(entity) = popovers.single() {
commands.entity(entity).despawn();
for e in &backdrops {
commands.entity(e).despawn();
}
} else {
spawn_modes_popover(
&mut commands,
progress.as_deref(),
daily.as_deref(),
font_res.as_deref(),
);
}
}
/// Spawns the modes popover anchored just below the action bar's right
/// edge. Always includes Classic; includes Daily Challenge when a daily
/// resource is loaded; includes Zen / Challenge / Time Attack once the
/// player reaches the challenge unlock level.
pub(super) fn spawn_modes_popover(
commands: &mut Commands,
progress: Option<&ProgressResource>,
daily: Option<&DailyChallengeResource>,
font_res: Option<&FontResource>,
) {
let level = progress.map_or(0, |p| p.0.level);
let font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: 15.0,
..default()
};
// Each row carries a tooltip alongside its label so hover reveals
// a one-line description of what the mode does — mirroring the
// tooltips on the action-bar buttons that opened this popover.
let mut rows: Vec<(ModeOption, &'static str, &'static str)> = vec![(
ModeOption::Classic,
"Classic",
"Standard Klondike. Score, timer, and full progression.",
)];
if daily.is_some() {
rows.push((
ModeOption::DailyChallenge,
"Daily Challenge",
"Today's seeded deal. Same for every player worldwide.",
));
}
if level >= CHALLENGE_UNLOCK_LEVEL {
rows.push((
ModeOption::Zen,
"Zen",
"No timer, no score, no penalties. Just play.",
));
rows.push((
ModeOption::Challenge,
"Challenge",
"Hand-picked hard seeds. No undo allowed.",
));
rows.push((
ModeOption::TimeAttack,
"Time Attack",
"Win as many games as you can in ten minutes.",
));
}
// 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.
let popover_bottom = Val::Px(ACTION_POPOVER_BOTTOM_PX);
commands
.spawn((
ModesPopover,
HudPopoverOpen,
Node {
position_type: PositionType::Absolute,
right: VAL_SPACE_3,
bottom: popover_bottom,
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_1,
padding: UiRect::all(VAL_SPACE_2),
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
..default()
},
BackgroundColor(BG_ELEVATED),
ZIndex(Z_HUD_POPOVER),
))
.with_children(|panel| {
for (option, label, tooltip) in rows {
panel
.spawn((
option,
ActionButton,
PopoverRow,
Button,
Tooltip::new(tooltip),
Node {
padding: UiRect::axes(VAL_SPACE_3, Val::Px(6.0)),
justify_content: JustifyContent::FlexStart,
align_items: AlignItems::Center,
min_width: Val::Px(150.0),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(ACTION_BTN_IDLE),
))
.with_children(|b| {
b.spawn((Text::new(label), font.clone(), TextColor(TEXT_PRIMARY)));
});
}
});
// 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,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
top: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
BackgroundColor(Color::NONE),
ZIndex(Z_HUD_POPOVER_BACKDROP),
));
}
/// Dispatches the click on a popover row to the matching request event,
/// then despawns the popover.
///
/// Classic uses [`NewGameRequestEvent`] directly; the other modes use
/// their `Start*RequestEvent` so the existing keyboard handler runs
/// (level gates, `TimeAttackResource` setup, daily seed lookup, etc.) —
/// the popover stays a thin entry point and never duplicates that logic.
#[allow(clippy::too_many_arguments)]
pub(super) fn handle_mode_option_click(
interaction_query: Query<(&Interaction, &ModeOption), Changed<Interaction>>,
popovers: Query<Entity, With<ModesPopover>>,
backdrops: Query<Entity, With<ModesPopoverBackdrop>>,
mut new_game: MessageWriter<NewGameRequestEvent>,
mut zen: MessageWriter<StartZenRequestEvent>,
mut challenge: MessageWriter<StartChallengeRequestEvent>,
mut time_attack: MessageWriter<StartTimeAttackRequestEvent>,
mut daily: MessageWriter<StartDailyChallengeRequestEvent>,
mut commands: Commands,
) {
let mut clicked_any = false;
for (interaction, option) in &interaction_query {
if *interaction != Interaction::Pressed {
continue;
}
clicked_any = true;
match option {
ModeOption::Classic => {
new_game.write(NewGameRequestEvent::default());
}
ModeOption::DailyChallenge => {
daily.write(StartDailyChallengeRequestEvent);
}
ModeOption::Zen => {
zen.write(StartZenRequestEvent);
}
ModeOption::Challenge => {
challenge.write(StartChallengeRequestEvent);
}
ModeOption::TimeAttack => {
time_attack.write(StartTimeAttackRequestEvent);
}
}
}
if clicked_any && let Ok(entity) = popovers.single() {
commands.entity(entity).despawn();
for e in &backdrops {
commands.entity(e).despawn();
}
}
}
/// Toggles the [`MenuPopover`]: spawns it on first click, despawns it on
/// second click. The popover lists the five overlays previously only
/// reachable via the S / A / P / O / L hotkeys.
pub(super) fn handle_menu_button(
interaction_query: Query<&Interaction, (With<MenuButton>, Changed<Interaction>)>,
popovers: Query<Entity, With<MenuPopover>>,
backdrops: Query<Entity, With<MenuPopoverBackdrop>>,
scrims: Query<(), With<ModalScrim>>,
font_res: Option<Res<FontResource>>,
mut commands: Commands,
) {
let pressed = interaction_query.iter().any(|i| *i == Interaction::Pressed);
if !pressed {
return;
}
if let Ok(entity) = popovers.single() {
commands.entity(entity).despawn();
for e in &backdrops {
commands.entity(e).despawn();
}
} else if scrims.is_empty() {
spawn_menu_popover(&mut commands, font_res.as_deref());
}
}
/// Spawns the menu popover anchored just below the action bar, with one
/// row per overlay. Each row dispatches its corresponding
/// `Toggle*RequestEvent` so the existing toggle handler runs (and the
/// HUD never duplicates spawn / despawn / fetch logic).
pub(super) fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&FontResource>) {
let font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: 15.0,
..default()
};
// Each row carries a tooltip alongside its label so hover reveals
// a one-line description of what each overlay shows — mirroring
// the tooltips on the action-bar buttons that opened this popover.
let rows: [(MenuOption, &'static str, &'static str); 7] = [
(
MenuOption::Help,
"Help",
"Show controls, rules, and keyboard shortcuts.",
),
(
MenuOption::Modes,
"Game Modes",
"Switch modes: Classic, Daily, Zen, Challenge, Time Attack.",
),
(
MenuOption::Stats,
"Stats",
"Lifetime totals: wins, streaks, fastest time, best score.",
),
(
MenuOption::Achievements,
"Achievements",
"Browse unlocked achievements and the rewards still ahead.",
),
(
MenuOption::Profile,
"Profile",
"Your level, XP progress, and sync status.",
),
(
MenuOption::Settings,
"Settings",
"Audio, animations, theme, draw mode, and sync.",
),
(
MenuOption::Leaderboard,
"Leaderboard",
"Top players from your sync server. Opt in from Profile.",
),
];
// Same upward-opening placement as ModesPopover.
let popover_bottom = Val::Px(ACTION_POPOVER_BOTTOM_PX);
commands
.spawn((
MenuPopover,
HudPopoverOpen,
Node {
position_type: PositionType::Absolute,
right: VAL_SPACE_3,
bottom: popover_bottom,
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_1,
padding: UiRect::all(VAL_SPACE_2),
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
..default()
},
BackgroundColor(BG_ELEVATED),
ZIndex(Z_HUD_POPOVER),
))
.with_children(|panel| {
for (option, label, tooltip) in rows {
panel
.spawn((
option,
ActionButton,
PopoverRow,
Button,
Tooltip::new(tooltip),
Node {
padding: UiRect::axes(VAL_SPACE_3, Val::Px(6.0)),
justify_content: JustifyContent::FlexStart,
align_items: AlignItems::Center,
min_width: Val::Px(150.0),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(ACTION_BTN_IDLE),
))
.with_children(|b| {
b.spawn((Text::new(label), font.clone(), TextColor(TEXT_PRIMARY)));
});
}
});
// Transparent fullscreen backdrop behind the popover — tapping anywhere
// outside the panel light-dismisses it via handle_menu_backdrop_click.
commands.spawn((
MenuPopoverBackdrop,
Button,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
top: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
BackgroundColor(Color::NONE),
ZIndex(Z_HUD_POPOVER_BACKDROP),
));
}
/// Dispatches the click on a menu row to the matching toggle event,
/// then despawns the popover.
#[allow(clippy::too_many_arguments)]
pub(super) fn handle_menu_option_click(
interaction_query: Query<(&Interaction, &MenuOption), Changed<Interaction>>,
popovers: Query<Entity, With<MenuPopover>>,
backdrops: Query<Entity, With<MenuPopoverBackdrop>>,
mut stats: MessageWriter<ToggleStatsRequestEvent>,
mut achievements: MessageWriter<ToggleAchievementsRequestEvent>,
mut profile: MessageWriter<ToggleProfileRequestEvent>,
mut settings: MessageWriter<ToggleSettingsRequestEvent>,
mut leaderboard: MessageWriter<ToggleLeaderboardRequestEvent>,
mut help: MessageWriter<HelpRequestEvent>,
progress: Option<Res<ProgressResource>>,
daily: Option<Res<DailyChallengeResource>>,
font_res: Option<Res<FontResource>>,
mut commands: Commands,
) {
let mut clicked_any = false;
let mut open_modes = false;
for (interaction, option) in &interaction_query {
if *interaction != Interaction::Pressed {
continue;
}
clicked_any = true;
match option {
MenuOption::Help => {
help.write(HelpRequestEvent);
}
MenuOption::Modes => {
open_modes = true;
}
MenuOption::Stats => {
stats.write(ToggleStatsRequestEvent);
}
MenuOption::Achievements => {
achievements.write(ToggleAchievementsRequestEvent);
}
MenuOption::Profile => {
profile.write(ToggleProfileRequestEvent);
}
MenuOption::Settings => {
settings.write(ToggleSettingsRequestEvent);
}
MenuOption::Leaderboard => {
leaderboard.write(ToggleLeaderboardRequestEvent);
}
}
}
if clicked_any && let Ok(entity) = popovers.single() {
commands.entity(entity).despawn();
for e in &backdrops {
commands.entity(e).despawn();
}
}
if open_modes {
spawn_modes_popover(
&mut commands,
progress.as_deref(),
daily.as_deref(),
font_res.as_deref(),
);
}
}
/// Despawns the [`ModesPopover`] and its backdrop when Escape / Android back
/// is pressed while the popover is open. Runs so `PausePlugin`'s guard (which
/// checks [`HudPopoverOpen`]) sees an empty world and stays idle.
pub(super) fn close_modes_popover_on_escape(
keys: Res<ButtonInput<KeyCode>>,
popovers: Query<Entity, With<ModesPopover>>,
backdrops: Query<Entity, With<ModesPopoverBackdrop>>,
mut commands: Commands,
) {
if !keys.just_pressed(KeyCode::Escape) || popovers.is_empty() {
return;
}
for e in popovers.iter().chain(backdrops.iter()) {
commands.entity(e).despawn();
}
}
/// Despawns the [`MenuPopover`] and its backdrop when Escape / Android back
/// is pressed while the popover is open.
pub(super) fn close_menu_popover_on_escape(
keys: Res<ButtonInput<KeyCode>>,
popovers: Query<Entity, With<MenuPopover>>,
backdrops: Query<Entity, With<MenuPopoverBackdrop>>,
mut commands: Commands,
) {
if !keys.just_pressed(KeyCode::Escape) || popovers.is_empty() {
return;
}
for e in popovers.iter().chain(backdrops.iter()) {
commands.entity(e).despawn();
}
}
/// Despawns the [`ModesPopover`] and its backdrop when the player taps
/// anywhere outside the panel.
pub(super) fn handle_modes_backdrop_click(
interaction_query: Query<&Interaction, (With<ModesPopoverBackdrop>, Changed<Interaction>)>,
popovers: Query<Entity, With<ModesPopover>>,
backdrops: Query<Entity, With<ModesPopoverBackdrop>>,
mut commands: Commands,
) {
let pressed = interaction_query.iter().any(|i| *i == Interaction::Pressed);
if !pressed {
return;
}
for e in popovers.iter().chain(backdrops.iter()) {
commands.entity(e).despawn();
}
}
/// Despawns the [`MenuPopover`] and its backdrop when the player taps
/// anywhere outside the panel (i.e. the transparent backdrop is pressed).
pub(super) fn handle_menu_backdrop_click(
interaction_query: Query<&Interaction, (With<MenuPopoverBackdrop>, Changed<Interaction>)>,
popovers: Query<Entity, With<MenuPopover>>,
backdrops: Query<Entity, With<MenuPopoverBackdrop>>,
mut commands: Commands,
) {
let pressed = interaction_query.iter().any(|i| *i == Interaction::Pressed);
if !pressed {
return;
}
for e in popovers.iter().chain(backdrops.iter()) {
commands.entity(e).despawn();
}
}
#[cfg(target_os = "android")]
#[allow(clippy::too_many_arguments)]
pub(super) fn toggle_hud_on_tap(
mut touch_events: MessageReader<TouchInput>,
drag: Res<DragState>,
scrims: Query<(), With<ModalScrim>>,
paused: Option<Res<PausedResource>>,
mut tracker: ResMut<HudTapTracker>,
mut hud_vis: ResMut<HudVisibility>,
buttons: Query<&Interaction, With<ActionButton>>,
mut game_consumed: ResMut<GameInputConsumedResource>,
) {
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;
game_consumed.0 = 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() => {
// Also treat taps where game logic consumed the touch (e.g.
// drawing from stock) as "on button" so they don't toggle
// the HUD. The flag is set on TouchPhase::Started by the
// input system that consumed the tap and must be cleared here
// regardless of whether we toggle.
let on_button = tracker.started_on_button || game_consumed.0;
game_consumed.0 = false;
if let Some(start) = tracker.start_pos.take()
&& !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;
}
// 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;
game_consumed.0 = false;
}
_ => {}
}
}
}
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//! Persistent in-game HUD: score, move count, elapsed time, mode badge,
//! daily-challenge constraint, and undo count.
//!
//! The HUD spawns once at startup and lives for the app's lifetime. Text is
//! refreshed whenever `GameStateResource` changes (which happens on every move
//! and every elapsed-time tick), so score, moves, and timer all stay current
//! without a separate tick system.
use bevy::prelude::*;
use bevy::window::WindowResized;
mod fx;
mod interaction;
mod spawn;
mod updates;
pub use fx::*;
use interaction::*;
use spawn::*;
use updates::*;
// On wasm32 AvatarPlugin is gated out; define a placeholder type so the
// Option<Res<AvatarResource>> parameters below compile without changes.
// The resource is never inserted on wasm, so every call resolves to None.
#[cfg(target_arch = "wasm32")]
#[derive(bevy::prelude::Resource)]
struct AvatarResource(Option<bevy::prelude::Handle<bevy::prelude::Image>>);
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::daily_challenge_plugin::DailyChallengeResource;
use crate::events::{
HelpRequestEvent, InfoToastEvent, NewGameRequestEvent, PauseRequestEvent,
StartChallengeRequestEvent, StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent,
StartZenRequestEvent, ToggleAchievementsRequestEvent, ToggleLeaderboardRequestEvent,
ToggleProfileRequestEvent, ToggleSettingsRequestEvent, ToggleStatsRequestEvent,
UndoRequestEvent, WinStreakMilestoneEvent,
};
use crate::font_plugin::FontResource;
use crate::game_plugin::GameMutation;
#[cfg(target_os = "android")]
use crate::input_plugin::TouchDragSet;
use crate::layout::HUD_BAND_HEIGHT;
use crate::layout::LayoutSystem;
use crate::pause_plugin::PausedResource;
use crate::platform::{SHOW_KEYBOARD_ACCELERATORS, USE_TOUCH_UI_LAYOUT};
use crate::progress_plugin::ProgressResource;
use crate::resources::GameStateResource;
#[cfg(target_os = "android")]
use crate::resources::{DragState, GameInputConsumedResource};
use crate::safe_area::{SafeAreaAnchoredBottom, SafeAreaAnchoredTop};
use crate::selection_plugin::SelectionState;
use crate::settings_plugin::SettingsResource;
use crate::time_attack_plugin::TimeAttackResource;
use crate::ui_focus::{FocusGroup, Focusable};
use crate::ui_modal::ModalScrim;
use crate::ui_theme::SPACE_2;
use crate::ui_theme::{
ACCENT_PRIMARY, ACCENT_SECONDARY, BG_ELEVATED, BG_ELEVATED_HI, BG_ELEVATED_PRESSED,
BG_HUD_BAND, BORDER_SUBTLE, HighContrastBorder, MOTION_SCORE_PULSE_SECS,
MOTION_STREAK_FLOURISH_SECS, RADIUS_MD, RADIUS_SM, STATE_DANGER, STATE_INFO, STATE_SUCCESS,
STATE_WARNING, STREAK_FLOURISH_PEAK_SCALE, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY,
TYPE_BODY_LG, TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3,
scaled_duration,
};
use crate::ui_tooltip::Tooltip;
use solitaire_data::SyncBackend;
/// Marker on the score text node.
#[derive(Component, Debug)]
pub struct HudScore;
/// Marker on the move-count text node.
#[derive(Component, Debug)]
pub struct HudMoves;
/// Marker on the elapsed-time text node.
#[derive(Component, Debug)]
pub struct HudTime;
/// Marker on the mode badge text node.
#[derive(Component, Debug)]
pub struct HudMode;
/// Marker on the daily-challenge constraint text node.
///
/// Displays the active goal (time limit or score target) when a daily challenge
/// is in progress. Empty string when no challenge is active or the game is won.
#[derive(Component, Debug)]
pub struct HudChallenge;
/// Marker on the "won this deal before" indicator text node.
///
/// Displays `"✓ Won before"` when the current deal's seed + draw_mode +
/// mode triple matches one of the entries in `ReplayHistoryResource`.
/// Empty string otherwise (including won games — the score readout
/// already conveys the win on the active deal). Only meaningful for
/// Classic / Zen / Challenge — daily-challenge and time-attack seeds
/// are filtered out implicitly because their replay entries always
/// carry a different mode tag.
#[derive(Component, Debug)]
pub struct HudWonPreviously;
/// Marker on the undo-count text node.
///
/// Shows how many undos have been used this game. Displayed in amber when
/// `undo_count > 0` because using undo blocks the no-undo achievement.
#[derive(Component, Debug)]
pub struct HudUndos;
/// Marker on the auto-complete badge text node.
///
/// Displays `"AUTO"` in green while `AutoCompleteState.active` is true;
/// empty string otherwise.
#[derive(Component, Debug)]
pub struct HudAutoComplete;
/// Marker on the stock-recycle counter text node.
///
/// Displays `"Recycles: N"` whenever `recycle_count > 0`, regardless of draw
/// mode, so the player can track stock recycling in both Draw-One and
/// Draw-Three (relevant to the `comeback` achievement). Hidden (empty string)
/// until the first recycle occurs.
#[derive(Component, Debug)]
pub struct HudRecycles;
/// Marker on the draw-cycle indicator text node.
///
/// Only shown in Draw-Three mode. Displays `"Cycle: N/3"` where N is the
/// number of cards that will be drawn on the next stock click
/// (`min(stock_len, 3)`). Shows `"Cycle: 0/3"` when the stock is empty
/// (recycle available). Hidden (empty string) in Draw-One mode or after the
/// game is won.
#[derive(Component, Debug)]
pub struct HudDrawCycle;
/// Marker on the keyboard-selection indicator text node.
///
/// Displays `"▶ {pile_name}"` while a pile is selected via Tab, or an empty
/// string when no pile is selected. Uses a light-yellow colour so it stands
/// out from the other white HUD items.
#[derive(Component, Debug)]
pub struct HudSelection;
/// Marker on the HUD band background node (the translucent band behind buttons).
#[derive(Component, Debug)]
pub struct HudBand;
/// Marker on the HUD score/info column root node.
#[derive(Component, Debug)]
pub struct HudColumn;
/// Marker on the action button bar root node.
#[derive(Component, Debug)]
pub struct HudActionBar;
/// Marker on the text node inside each touch-layout action-bar button.
/// Used by `resize_action_bar_labels` to update font size on window resize.
#[derive(Component, Debug)]
struct ActionButtonLabel;
/// 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.
#[derive(Resource, Debug, Clone, Copy, PartialEq, Eq, Default)]
pub enum HudVisibility {
#[default]
Visible,
Hidden,
}
#[cfg(target_os = "android")]
#[derive(Resource, Debug, Default)]
struct HudTapTracker {
start_pos: Option<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 = 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
/// [`AnimSpeed`](solitaire_data::AnimSpeed)). Inserted on the score
/// entity whenever the score increases; removed once `elapsed >=
/// duration`.
#[derive(Component, Debug, Clone, Copy)]
pub struct ScorePulse {
/// Seconds elapsed since the pulse started.
pub elapsed: f32,
/// Total duration. Zero under `AnimSpeed::Instant` — the system
/// snaps the scale back to 1.0 on first tick so no half-state
/// is ever shown.
pub duration: f32,
}
/// Marker on a transient floating "+N" text spawned next to the score
/// readout when the score jumps by [`SCORE_FLOATER_THRESHOLD`] or more.
/// Drifts upward and fades out over `MOTION_SCORE_PULSE_SECS * 2`,
/// then despawns. Kept rare/meaningful by the threshold gate.
#[derive(Component, Debug, Clone, Copy)]
pub struct ScoreFloater {
/// Seconds elapsed since the floater spawned.
pub elapsed: f32,
/// Total lifetime. Zero under `AnimSpeed::Instant` — the system
/// despawns it on first tick.
pub duration: f32,
}
/// Drives the streak-milestone flourish: scales the [`HudScore`] text
/// from `1.0 → STREAK_FLOURISH_PEAK_SCALE → 1.0` over
/// [`MOTION_STREAK_FLOURISH_SECS`] (scaled by
/// [`AnimSpeed`](solitaire_data::AnimSpeed)) and tints it
/// [`ACCENT_SECONDARY`] for the same window before restoring the
/// original colour.
///
/// The streak readout currently lives in the Stats overlay (press
/// `S`) — there is no always-on HUD streak counter — so the flourish
/// piggybacks on the score readout, which is the most prominent
/// always-visible HUD number. Mirrors the `FoundationFlourish`
/// pattern: triangular scale curve, fixed duration, restores state
/// when the timer expires.
///
/// Inserted on `HudScore` entities by `start_streak_flourish` when a
/// `WinStreakMilestoneEvent` fires; removed once `elapsed >=
/// duration` so the readout returns to its rest state for the next
/// frame's transform sync.
///
/// Coexists with [`ScorePulse`]: the streak flourish lives on a
/// dedicated marker so a streak-crossing win that also ticks the
/// score (every win does) doesn't have the two animations stomp on
/// each other's `Transform.scale` writes — the streak flourish runs
/// in a `Without<ScorePulse>` query so only the loudest of the two
/// celebrations is active at a time.
#[derive(Component, Debug, Clone, Copy)]
pub struct StreakFlourish {
/// The streak milestone that triggered this flourish (3, 5, 10).
/// Carried for diagnostic logging only — the visual is identical
/// for every threshold so play-testing can decide later whether
/// to differentiate.
pub streak: u32,
/// Seconds elapsed since the flourish began.
pub elapsed: f32,
/// Total animation length in seconds. Zero under
/// [`AnimSpeed::Instant`](solitaire_data::AnimSpeed) — the system
/// snaps the scale back to 1.0 on the first tick so no half-state
/// is ever shown.
pub duration: f32,
/// The score readout's colour before the flourish began —
/// restored when the timer expires so the readout returns to its
/// resting `TEXT_PRIMARY` (or whatever it was) tint.
pub original_color: Color,
}
/// Tracks the score from the previous frame so the HUD can detect
/// changes without a `ScoreChangedEvent`. The plugin wires this to the
/// pulse + floater systems on every `Update`.
#[derive(Resource, Debug, Default, Clone, Copy)]
pub struct PreviousScore(pub i32);
/// Score increase (in points) below which no floating "+N" is spawned.
/// 50 keeps the feedback for foundation drops and tableau-to-foundation
/// promotions; single-card placements (which can earn as little as +5)
/// stay quiet so the floater feels like a reward instead of noise.
pub const SCORE_FLOATER_THRESHOLD: i32 = 50;
/// Marker shared by every clickable HUD action button so a single
/// `paint_action_buttons` system can recolour them on hover/press without
/// each button needing its own paint handler.
#[derive(Component, Debug)]
pub struct ActionButton;
/// Marker on rows inside a popover panel ([`ModesPopover`] or
/// [`MenuPopover`]). Popover rows already carry `ActionButton` so the
/// hover/press paint path applies to them, but the auto-fade applied
/// to the top-level action bar must NOT also fade these rows — the
/// popover only renders when the player has explicitly opened it, so
/// its content should always be at full opacity. `apply_action_fade`
/// excludes entities with this marker via `Without<PopoverRow>`.
#[derive(Component, Debug)]
pub struct PopoverRow;
/// Marker on the "New Game" action button anchored top-right of the play
/// area. Click fires [`NewGameRequestEvent`]; the existing
/// `ConfirmNewGameScreen` modal handles confirmation when a game is in
/// progress.
#[derive(Component, Debug)]
pub struct NewGameButton;
/// Marker on the "Undo" action button. Click fires [`UndoRequestEvent`],
/// mirroring the `U` keyboard accelerator.
#[derive(Component, Debug)]
pub struct UndoButton;
/// Marker on the "Pause" action button. Click fires [`PauseRequestEvent`],
/// mirroring the `Esc` keyboard accelerator. The pause overlay's own resume
/// affordance dismisses it from the paused state.
#[derive(Component, Debug)]
pub struct PauseButton;
/// Marker on the "Help" action button. Click fires [`HelpRequestEvent`],
/// mirroring the `F1` keyboard accelerator.
#[derive(Component, Debug)]
pub struct HelpButton;
/// Marker on the "Hint" action button. Click spawns an async solver task
/// (same as the `H` keyboard accelerator) and highlights the suggested card.
#[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 = "Hint";
#[cfg(target_os = "android")]
const ACTION_BAR_LABELS: [&str; 7] = [
"Menu",
"Undo",
"Pause",
"Help",
ANDROID_HINT_LABEL,
"Mode",
"New",
];
#[cfg(not(target_os = "android"))]
const ACTION_BAR_LABELS: [&str; 7] = [
"Menu \u{2193}",
"Undo",
"Pause",
"Help",
"Hint",
"Modes \u{2193}",
"New Game",
];
#[cfg(target_os = "android")]
const ACTION_BAR_COLUMN_GAP: Val = Val::Px(4.0);
#[cfg(not(target_os = "android"))]
const ACTION_BAR_COLUMN_GAP: Val = VAL_SPACE_2;
#[cfg(target_os = "android")]
const ACTION_POPOVER_BOTTOM_PX: f32 = 200.0;
#[cfg(not(target_os = "android"))]
const ACTION_POPOVER_BOTTOM_PX: f32 = 80.0;
#[cfg(target_os = "android")]
const HINT_WON_MSG: &str = "Game won! Tap New Game to play again";
#[cfg(not(target_os = "android"))]
const HINT_WON_MSG: &str = "Game won! Press N for a new game";
/// 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.
#[derive(Component, Debug)]
pub struct ModesButton;
/// Marker on the dropdown panel that opens below the [`ModesButton`].
/// Spawned on first click, despawned on second click or on mode select.
#[derive(Component, Debug)]
pub struct ModesPopover;
/// One row inside the [`ModesPopover`]. The variant carries which event
/// the click handler should fire — Classic uses `NewGameRequestEvent`
/// directly, the others go through their `Start*RequestEvent` so the
/// existing keyboard handler's level gate / resource setup runs.
#[derive(Component, Debug, Clone, Copy)]
pub enum ModeOption {
Classic,
DailyChallenge,
Zen,
Challenge,
TimeAttack,
}
/// Marker on the "Menu" action button. Click toggles the [`MenuPopover`]
/// which exposes the Stats / Achievements / Profile / Settings /
/// Leaderboard overlays without needing the S/A/P/O/L hotkeys.
#[derive(Component, Debug)]
pub struct MenuButton;
/// Marker on the dropdown panel that opens below the [`MenuButton`].
#[derive(Component, Debug)]
pub struct MenuPopover;
/// Shared marker placed on both [`MenuPopover`] and [`ModesPopover`] entities
/// while they are open. External systems (e.g. `PausePlugin`) query this to
/// determine whether a HUD popover is currently visible without importing the
/// individual popover types.
#[derive(Component, Debug)]
pub struct HudPopoverOpen;
/// Fullscreen transparent backdrop spawned behind the [`MenuPopover`].
/// Pressing it (tap anywhere outside the popover) light-dismisses the menu.
#[derive(Component, Debug)]
struct MenuPopoverBackdrop;
/// Fullscreen transparent backdrop spawned behind the [`ModesPopover`].
/// Pressing it (tap anywhere outside the popover) light-dismisses it.
#[derive(Component, Debug)]
struct ModesPopoverBackdrop;
/// One row inside the [`MenuPopover`]. The variant selects which
/// `Toggle*RequestEvent` the click handler fires.
#[derive(Component, Debug, Clone, Copy)]
pub enum MenuOption {
Help,
Modes,
Stats,
Achievements,
Profile,
Settings,
Leaderboard,
}
/// HUD Z-layer — above cards (which start at z=0) but below overlay screens.
/// 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.
const ACTION_BTN_IDLE: Color = BG_ELEVATED;
const ACTION_BTN_HOVER: Color = BG_ELEVATED_HI;
const ACTION_BTN_PRESSED: Color = BG_ELEVATED_PRESSED;
/// Renders the in-game HUD: score counter, move counter, elapsed timer, draw-mode indicator, and the auto-complete badge that lights up when the game is solvable without further input.
pub struct HudPlugin;
impl Plugin for HudPlugin {
fn build(&self, app: &mut App) {
// The click handlers write to messages registered elsewhere by their
// owning plugins (`GamePlugin`, `PausePlugin`, `HelpPlugin`,
// `challenge_plugin`, `daily_challenge_plugin`, `time_attack_plugin`,
// `input_plugin`). Re-register defensively so the HUD plugin works in
// isolation under `MinimalPlugins` (tests). `add_message` is
// idempotent.
app.add_message::<NewGameRequestEvent>()
.add_message::<UndoRequestEvent>()
.add_message::<PauseRequestEvent>()
.add_message::<HelpRequestEvent>()
.add_message::<StartZenRequestEvent>()
.add_message::<StartChallengeRequestEvent>()
.add_message::<StartTimeAttackRequestEvent>()
.add_message::<StartDailyChallengeRequestEvent>()
.add_message::<ToggleStatsRequestEvent>()
.add_message::<ToggleAchievementsRequestEvent>()
.add_message::<ToggleProfileRequestEvent>()
.add_message::<ToggleSettingsRequestEvent>()
.add_message::<ToggleLeaderboardRequestEvent>()
.add_message::<WinStreakMilestoneEvent>()
.init_resource::<PreviousScore>()
.init_resource::<HudActionFade>()
.init_resource::<HudVisibility>()
// Escape-close handlers for popovers read this; init defensively
// so HudPlugin works under MinimalPlugins in tests.
.init_resource::<ButtonInput<KeyCode>>()
// 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, 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.run_if(
resource_exists_and_changed::<SelectionState>
.or(resource_exists_and_changed::<GameStateResource>),
),
)
.add_systems(Update, update_hud_typography)
.add_systems(
Update,
(
detect_score_change,
advance_score_pulse,
advance_score_floater,
)
.chain()
.after(GameMutation),
)
.add_systems(
Update,
(start_streak_flourish, advance_streak_flourish)
.chain()
.after(GameMutation),
)
.add_systems(
Update,
(
handle_new_game_button,
handle_undo_button,
handle_pause_button,
handle_help_button,
handle_hint_button,
handle_modes_button,
handle_mode_option_click,
handle_modes_backdrop_click,
close_modes_popover_on_escape,
handle_menu_button,
handle_menu_option_click,
handle_menu_backdrop_click,
close_menu_popover_on_escape,
paint_action_buttons,
),
)
// Fade lives in `Last` so it always overrides whatever the
// hover/paint pass set on `BackgroundColor` this frame.
// 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.
;
// 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>()
.add_message::<TouchInput>()
.add_systems(
Update,
toggle_hud_on_tap
.after(TouchDragSet::AfterStartDrag)
.in_set(TouchDragSet::BeforeEndDrag),
);
app.add_systems(
Update,
resize_action_bar_labels
.run_if(resource_exists_and_changed::<crate::layout::LayoutResource>),
);
}
}
}
#[cfg(test)]
mod tests;
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//! HUD construction: band, columns, avatar, and action-bar spawning.
use super::*;
#[cfg(not(target_arch = "wasm32"))]
use crate::avatar_plugin::AvatarResource;
/// 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.
///
/// 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).
pub(super) fn spawn_hud_band(mut commands: Commands) {
const BASE_TOP: f32 = 0.0;
commands.spawn((
Node {
position_type: PositionType::Absolute,
top: Val::Px(BASE_TOP),
left: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Px(HUD_BAND_HEIGHT),
..default()
},
ZIndex(Z_HUD - 1),
SafeAreaAnchoredTop { base_top: BASE_TOP },
HudBand,
));
}
/// Spawns the in-game HUD as a 4-tier vertical column anchored to the
/// top-left of the play area.
///
/// Tiers (top to bottom):
/// 1. **Primary** — Score (display weight) · Moves · Timer.
/// Always visible during gameplay.
/// 2. **Mode context** — Mode badge · Daily-challenge constraint ·
/// Draw-cycle indicator. Each cell is empty when not relevant; the
/// row collapses visually when all cells are empty.
/// 3. **Penalty / bonus** — Undos · Recycles · Auto-complete badge.
/// Both penalty counters share `STATE_WARNING` (the audit found
/// they were inconsistent: Undos amber, Recycles white).
/// 4. **Selection** — keyboard-driven pile selector chip.
///
/// The audit identified the original single-row layout (10 readouts in
/// one horizontal flex row, 5+ colour families competing) as the
/// player's #1 complaint. This restructure groups by purpose, lets
/// transient items disappear cleanly, and uses the typography scale to
/// make Score the visual protagonist.
pub(super) fn spawn_hud(font_res: Option<Res<FontResource>>, mut commands: Commands) {
let font_handle = font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default();
let font_score = TextFont {
font: font_handle.clone(),
font_size: TYPE_HEADLINE,
..default()
};
let font_lg = TextFont {
font: font_handle.clone(),
font_size: TYPE_BODY_LG,
..default()
};
let font_body = TextFont {
font: font_handle,
font_size: TYPE_BODY,
..default()
};
let row_node = || Node {
flex_direction: FlexDirection::Row,
column_gap: VAL_SPACE_3,
// On a narrow viewport the four tier rows (Score/Moves/Timer,
// Mode/Challenge/Draw-cycle/Won-previously, Undos/Recycles/
// Auto-complete, selection chip) can collectively be wider than
// the available space and overflow into the action-button column
// on the right. `flex_wrap: Wrap` lets each tier soft-wrap onto
// a second line; on a desktop window the rows stay single-line
// because the parent column has no width cap and the row never
// exceeds the natural line width.
flex_wrap: FlexWrap::Wrap,
row_gap: VAL_SPACE_1,
align_items: AlignItems::Baseline,
..default()
};
commands
.spawn((
Node {
position_type: PositionType::Absolute,
left: VAL_SPACE_3,
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
// width to wrap against, and the column can't bleed
// into the right-anchored action button row (also
// capped at 50%). On desktop 50% of 1920 = 960 px,
// wider than any tier row's natural width, so the
// visible layout is unaffected.
max_width: Val::Percent(50.0),
row_gap: VAL_SPACE_1,
..default()
},
ZIndex(Z_HUD),
SafeAreaAnchoredTop { base_top: SPACE_2 },
HudColumn,
))
.with_children(|hud| {
// Tier 1 — primary readouts. Score is the protagonist (HEADLINE);
// Moves and Timer are supporting context (BODY_LG, secondary tone).
hud.spawn(row_node()).with_children(|t1| {
t1.spawn((
HudScore,
Tooltip::new("Points earned this game. Hidden in Zen mode."),
Text::new("Score: 0"),
font_score.clone(),
TextColor(TEXT_PRIMARY),
));
t1.spawn((
HudMoves,
Tooltip::new("Moves you've made this game. Counts placements and stock draws."),
Text::new("Moves: 0"),
font_lg.clone(),
TextColor(TEXT_SECONDARY),
));
t1.spawn((
HudTime,
Tooltip::new("Time on this game. Counts down in Time Attack."),
Text::new("0:00"),
font_lg.clone(),
TextColor(TEXT_SECONDARY),
));
});
// Tier 2 — mode context. Each cell is empty until update_hud
// populates it (and clears it when no longer relevant), so the
// row collapses when nothing in this tier applies.
hud.spawn(row_node()).with_children(|t2| {
t2.spawn((
HudMode,
Tooltip::new("Active game mode. Click Modes to switch."),
Text::new(""),
font_body.clone(),
TextColor(ACCENT_PRIMARY),
));
t2.spawn((
HudChallenge,
Tooltip::new("Today's daily challenge target. Beat it for bonus XP."),
Text::new(""),
font_body.clone(),
TextColor(STATE_INFO),
));
t2.spawn((
HudDrawCycle,
Tooltip::new("Cards drawn on the next stock click in Draw-Three."),
Text::new(""),
font_body.clone(),
TextColor(STATE_INFO),
));
t2.spawn((
HudWonPreviously,
Tooltip::new("You've won this deal before. Same seed in your replay history."),
Text::new(""),
font_body.clone(),
TextColor(STATE_SUCCESS),
));
});
// Tier 3 — penalty / bonus. Undos and Recycles share the
// warning hue so they read as the same category ("you took a
// penalty"); the auto-complete badge stays success-green.
hud.spawn(row_node()).with_children(|t3| {
t3.spawn((
HudUndos,
Tooltip::new("Undos used this game. Any undo blocks the No Undo achievement."),
Text::new(""),
font_body.clone(),
TextColor(STATE_WARNING),
));
t3.spawn((
HudRecycles,
Tooltip::new(
"Times you've recycled the stock. Three or more unlocks Comeback.",
),
Text::new(""),
font_body.clone(),
TextColor(STATE_WARNING),
));
t3.spawn((
HudAutoComplete,
Tooltip::new("Board is solvable from here. Press Enter to auto-finish."),
Text::new(""),
font_body.clone(),
TextColor(STATE_SUCCESS),
));
});
// Tier 4 — selection chip. Stays in HUD for now; a future
// pass can reposition it next to the selected pile.
hud.spawn(row_node()).with_children(|t4| {
t4.spawn((
HudSelection,
Tooltip::new("Pile selected with Tab. Use arrows or Enter to act."),
Text::new(""),
font_body,
TextColor(ACCENT_SECONDARY),
));
});
});
}
/// 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.
pub(super) 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.
pub(super) 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.
pub(super) 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()) {
// Logged-in with a downloaded avatar: keep the accent disc behind it.
commands.entity(parent).insert(BackgroundColor(ACCENT_PRIMARY));
// 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('?');
// Real initial (logged in) keeps the red accent disc; the '?'
// unauthenticated fallback uses a neutral grey so it reads as a
// "tap to log in" affordance rather than an error.
let disc_bg = if initial == '?' {
BG_ELEVATED_HI
} else {
ACCENT_PRIMARY
};
commands.entity(parent).insert(BackgroundColor(disc_bg));
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.
pub(super) 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
/// are the primary entry point and the hotkeys are optional.
///
/// Order (left → right): Undo, Pause, Help, New Game. New Game is rightmost
/// because it's the most consequential action; the destructive button sits
/// on its own visual edge.
pub(super) fn spawn_action_buttons(
font_res: Option<Res<FontResource>>,
windows: Query<&Window>,
mut commands: Commands,
) {
let action_font_size =
action_bar_font_size(windows.iter().next().map_or(900.0, |win| win.width()));
let font = TextFont {
font: font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default(),
font_size: action_font_size,
..default()
};
// 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,
bottom: Val::Px(0.0),
left: Val::Px(0.0),
width: Val::Percent(100.0),
flex_direction: FlexDirection::Row,
flex_wrap: FlexWrap::Wrap,
justify_content: JustifyContent::Center,
column_gap: ACTION_BAR_COLUMN_GAP,
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),
SafeAreaAnchoredBottom { base_bottom: 0.0 },
HudActionBar,
))
.with_children(|row| {
// The trailing `order` argument feeds `Focusable { group: Hud, order }`
// so Tab cycles the action bar in visual reading order.
// Undo and Pause are the primary gameplay actions — full brightness.
// Menu, Help, Hint, Modes, New are navigation/utility — dimmed.
spawn_action_button(
row,
MenuButton,
ACTION_BAR_LABELS[0],
None,
"Open Stats, Achievements, Profile, Settings, or Leaderboard.",
&font,
0,
TEXT_SECONDARY,
);
spawn_action_button(
row,
UndoButton,
ACTION_BAR_LABELS[1],
Some("U"),
"Take back your last move. Costs points and blocks No Undo.",
&font,
1,
TEXT_PRIMARY,
);
spawn_action_button(
row,
PauseButton,
ACTION_BAR_LABELS[2],
Some("Esc"),
"Pause the game and freeze the timer.",
&font,
2,
TEXT_PRIMARY,
);
spawn_action_button(
row,
HelpButton,
ACTION_BAR_LABELS[3],
Some("F1"),
"Show controls, rules, and keyboard shortcuts.",
&font,
3,
TEXT_SECONDARY,
);
spawn_action_button(
row,
HintButton,
ACTION_BAR_LABELS[4],
Some("H"),
"Highlight a suggested move. Cycles through alternatives on repeat taps.",
&font,
4,
TEXT_SECONDARY,
);
spawn_action_button(
row,
ModesButton,
ACTION_BAR_LABELS[5],
None,
"Switch modes: Classic, Daily, Zen, Challenge, Time Attack.",
&font,
5,
TEXT_SECONDARY,
);
spawn_action_button(
row,
NewGameButton,
ACTION_BAR_LABELS[6],
Some("N"),
"Start a fresh deal. Confirms first if a game is in progress.",
&font,
6,
TEXT_SECONDARY,
);
});
}
/// Spawns a single action button as a child of `row`. Each button shares
/// the same node geometry, idle colour, and `ActionButton` marker so
/// `paint_action_buttons` can recolour all of them with one query.
///
/// `order` is the button's index inside the action bar (0 for the
/// leftmost). It propagates into the [`Focusable`] this function inserts
/// so Phase 2's keyboard focus ring cycles the HUD in visual order.
///
/// `tooltip` is the hover-reveal caption attached via [`Tooltip`]. Every
/// action button ships with one — there is no opt-out — because each button
/// represents a player-triggered action and benefits from a one-line
/// reminder of what it does.
#[allow(clippy::too_many_arguments)]
pub(super) fn spawn_action_button<M: Component>(
row: &mut ChildSpawnerCommands,
marker: M,
label: &str,
hotkey: Option<&'static str>,
tooltip: &'static str,
font: &TextFont,
order: i32,
text_color: Color,
) {
// Hotkey hint chips ("U", "Esc", "F1", "N") are meaningless on a
// touch device — the button itself is the affordance — and they
// visibly clutter the narrow-viewport action row. The chevrons on
// Menu/Modes remain because they indicate dropdown behaviour.
let hotkey = if SHOW_KEYBOARD_ACCELERATORS {
hotkey
} else {
None
};
let hotkey_font = TextFont {
font: font.font.clone(),
font_size: TYPE_CAPTION,
..default()
};
let (pad, min_w, min_h) = action_button_metrics();
row.spawn((
marker,
ActionButton,
Button,
Tooltip::new(tooltip),
Focusable {
group: FocusGroup::Hud,
order,
},
Node {
padding: pad,
min_width: min_w,
min_height: min_h,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
column_gap: VAL_SPACE_2,
..default()
},
BackgroundColor(ACTION_BTN_IDLE),
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|b| {
spawn_action_button_label(b, label, font, text_color);
if let Some(key) = hotkey {
// Hotkey hint rendered as a dim caption next to the label —
// keeps the keyboard accelerator discoverable without
// hijacking the button's primary affordance.
b.spawn((Text::new(key), hotkey_font, TextColor(TEXT_SECONDARY)));
}
});
}
+873
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@@ -0,0 +1,873 @@
use super::*;
use crate::auto_complete_plugin::AutoCompleteState;
use crate::game_plugin::GamePlugin;
use crate::table_plugin::TablePlugin;
use chrono::Local;
use solitaire_core::{DrawStockConfig, game_state::GameState};
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(HudPlugin);
app.update();
app
}
#[test]
fn hud_plugin_registers_without_panic() {
let _app = headless_app();
}
#[test]
fn update_hud_runs_after_game_mutation_without_panic() {
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(42, DrawStockConfig::DrawOne);
app.update();
}
fn read_hud_text<M: Component>(app: &mut App) -> String {
app.world_mut()
.query_filtered::<&Text, With<M>>()
.iter(app.world())
.next()
.map(|t| t.0.clone())
.unwrap_or_default()
}
#[test]
fn score_reflects_game_state() {
let mut app = headless_app();
let score = app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(20);
app.update();
assert_eq!(read_hud_text::<HudScore>(&mut app), format!("Score: {score}"));
}
#[test]
fn moves_reflects_game_state() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.set_test_move_count(42);
app.update();
assert_eq!(read_hud_text::<HudMoves>(&mut app), "Moves: 42");
}
#[test]
fn draw_three_mode_shows_draw_3_badge() {
use solitaire_core::game_state::GameMode;
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(42, DrawStockConfig::DrawThree, GameMode::Classic);
app.update();
assert_eq!(read_hud_text::<HudMode>(&mut app), "Draw 3");
}
#[test]
fn zen_mode_hides_score() {
use solitaire_core::game_state::GameMode;
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(42, DrawStockConfig::DrawOne, GameMode::Zen);
app.update();
// Zen mode spec: "No score display" → text must be empty.
assert_eq!(read_hud_text::<HudScore>(&mut app), "");
}
#[test]
fn time_display_uses_mm_ss_format() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.elapsed_seconds = 125;
app.update();
// 125 seconds = 2 minutes 5 seconds → "2:05"
assert_eq!(read_hud_text::<HudTime>(&mut app), "2:05");
}
// -----------------------------------------------------------------------
// format_time_limit (pure function)
// -----------------------------------------------------------------------
#[test]
fn format_time_limit_300_is_5_00() {
assert_eq!(format_time_limit(300), "5:00");
}
#[test]
fn format_time_limit_zero() {
assert_eq!(format_time_limit(0), "0:00");
}
#[test]
fn format_time_limit_pads_seconds() {
assert_eq!(format_time_limit(65), "1:05");
}
// -----------------------------------------------------------------------
// challenge_hud_text (pure function)
// -----------------------------------------------------------------------
#[test]
fn challenge_hud_text_shows_time_limit() {
let dc = DailyChallengeResource {
date: Local::now().date_naive(),
seed: 1,
goal_description: None,
target_score: None,
max_time_secs: Some(300),
};
assert_eq!(challenge_hud_text(&dc), "Limit: 5:00");
}
#[test]
fn challenge_hud_text_shows_score_goal() {
let dc = DailyChallengeResource {
date: Local::now().date_naive(),
seed: 1,
goal_description: None,
target_score: Some(4000),
max_time_secs: None,
};
assert_eq!(challenge_hud_text(&dc), "Goal: 4000 pts");
}
#[test]
fn challenge_hud_text_empty_when_no_constraints() {
let dc = DailyChallengeResource {
date: Local::now().date_naive(),
seed: 1,
goal_description: None,
target_score: None,
max_time_secs: None,
};
assert_eq!(challenge_hud_text(&dc), "");
}
#[test]
fn challenge_time_color_above_60_is_info() {
let c = challenge_time_color(61);
assert_eq!(c, STATE_INFO);
}
#[test]
fn challenge_time_color_exactly_60_is_info() {
let c = challenge_time_color(60);
assert_eq!(c, STATE_INFO);
}
#[test]
fn challenge_time_color_59_is_warning() {
let c = challenge_time_color(59);
assert_eq!(c, STATE_WARNING);
}
#[test]
fn challenge_time_color_30_is_warning() {
let c = challenge_time_color(30);
assert_eq!(c, STATE_WARNING);
}
#[test]
fn challenge_time_color_29_is_danger() {
let c = challenge_time_color(29);
assert_eq!(c, STATE_DANGER);
}
#[test]
fn challenge_time_color_zero_is_danger() {
let c = challenge_time_color(0);
assert_eq!(c, STATE_DANGER);
}
// -----------------------------------------------------------------------
// HudChallenge in-app tests
// -----------------------------------------------------------------------
#[test]
fn challenge_hud_empty_when_no_daily_resource() {
// No DailyChallengeResource inserted → HudChallenge must be empty.
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().set_changed();
app.update();
assert_eq!(read_hud_text::<HudChallenge>(&mut app), "");
}
#[test]
fn challenge_hud_shows_time_limit_when_resource_present() {
let mut app = headless_app();
app.world_mut().insert_resource(DailyChallengeResource {
date: Local::now().date_naive(),
seed: 42,
goal_description: Some("Win fast".to_string()),
target_score: None,
max_time_secs: Some(300),
});
app.world_mut().resource_mut::<GameStateResource>().set_changed();
app.update();
assert_eq!(read_hud_text::<HudChallenge>(&mut app), "Limit: 5:00");
}
#[test]
fn challenge_hud_shows_score_goal_when_resource_present() {
let mut app = headless_app();
app.world_mut().insert_resource(DailyChallengeResource {
date: Local::now().date_naive(),
seed: 42,
goal_description: None,
target_score: Some(4000),
max_time_secs: None,
});
app.world_mut().resource_mut::<GameStateResource>().set_changed();
app.update();
assert_eq!(read_hud_text::<HudChallenge>(&mut app), "Goal: 4000 pts");
}
#[test]
fn challenge_hud_clears_on_win() {
let mut app = headless_app();
app.world_mut().insert_resource(DailyChallengeResource {
date: Local::now().date_naive(),
seed: 42,
goal_description: None,
target_score: None,
max_time_secs: Some(300),
});
// Mark the game as won — HudChallenge should be empty.
app.world_mut().resource_mut::<GameStateResource>().0.set_test_won(true);
app.update();
assert_eq!(read_hud_text::<HudChallenge>(&mut app), "");
}
// -----------------------------------------------------------------------
// HudUndos in-app tests
// -----------------------------------------------------------------------
#[test]
fn undos_hud_empty_at_game_start() {
let mut app = headless_app();
app.update();
assert_eq!(read_hud_text::<HudUndos>(&mut app), "");
}
#[test]
fn undos_hud_shows_count_after_undo() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.force_test_undos(3);
app.update();
assert_eq!(read_hud_text::<HudUndos>(&mut app), "Undos: 3");
}
// -----------------------------------------------------------------------
// HudAutoComplete in-app tests (Task #56)
// -----------------------------------------------------------------------
fn headless_app_with_auto_complete() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(HudPlugin);
app.init_resource::<AutoCompleteState>();
app.update();
app
}
#[test]
fn auto_complete_badge_shows_auto_when_active() {
let mut app = headless_app_with_auto_complete();
app.world_mut().resource_mut::<AutoCompleteState>().active = true;
// Also trigger game state change so the update fires.
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.set_test_move_count(1);
app.update();
assert_eq!(read_hud_text::<HudAutoComplete>(&mut app), "AUTO");
}
#[test]
fn auto_complete_badge_empty_when_inactive() {
let mut app = headless_app_with_auto_complete();
// active is false by default.
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.set_test_move_count(1);
app.update();
assert_eq!(read_hud_text::<HudAutoComplete>(&mut app), "");
}
// -----------------------------------------------------------------------
// HudRecycles in-app tests
// -----------------------------------------------------------------------
#[test]
fn recycles_hud_hidden_when_zero_in_draw_one_mode() {
let mut app = headless_app();
// Draw-One, no recycles yet — text must be empty.
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(42, DrawStockConfig::DrawOne);
app.update();
assert_eq!(read_hud_text::<HudRecycles>(&mut app), "");
}
#[test]
fn recycles_hud_hidden_when_zero_in_draw_three_mode() {
let mut app = headless_app();
// Draw-Three, no recycles yet — text must also be empty.
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(42, DrawStockConfig::DrawThree);
app.update();
assert_eq!(read_hud_text::<HudRecycles>(&mut app), "");
}
#[test]
fn recycles_hud_shows_count_draw_three() {
let mut app = headless_app();
let mut gs = GameState::new(42, DrawStockConfig::DrawThree);
gs.force_test_recycles(3);
app.world_mut().resource_mut::<GameStateResource>().0 = gs;
app.update();
assert_eq!(read_hud_text::<HudRecycles>(&mut app), "Recycles: 3");
}
#[test]
fn recycles_hud_shows_count_draw_one() {
let mut app = headless_app();
// Draw-One with recycle_count > 0 must now show the counter too.
let mut gs = GameState::new(42, DrawStockConfig::DrawOne);
gs.force_test_recycles(2);
app.world_mut().resource_mut::<GameStateResource>().0 = gs;
app.update();
assert_eq!(read_hud_text::<HudRecycles>(&mut app), "Recycles: 2");
}
// -----------------------------------------------------------------------
// Score-change feedback (G2)
// -----------------------------------------------------------------------
/// Tells `TimePlugin` to advance by `secs` on every subsequent
/// `app.update()`. Mirrors the helper in `ui_modal::tests`; kept
/// local to avoid coupling the two test modules.
fn set_manual_time_step(app: &mut App, secs: f32) {
use bevy::time::TimeUpdateStrategy;
use std::time::Duration;
app.insert_resource(TimeUpdateStrategy::ManualDuration(Duration::from_secs_f32(
secs,
)));
}
/// Counts entities matching component `M` currently in the world.
fn count_with<M: Component>(app: &mut App) -> usize {
app.world_mut().query::<&M>().iter(app.world()).count()
}
/// A score jump ≥ `SCORE_FLOATER_THRESHOLD` spawns a floating
/// `ScoreFloater` entity coloured `ACCENT_PRIMARY`. The pulse
/// component is also inserted on the score readout — both signals
/// fire from the same delta detection.
#[test]
fn score_increase_above_threshold_spawns_floater_in_accent_primary() {
let mut app = headless_app();
// Pin `Time::delta_secs()` to 0 so the floater's RGB and alpha
// can be asserted exactly: with Automatic strategy a few ms
// of wall-clock time leaks in between updates and the alpha
// drifts below 1.0 by `dt / lifetime`.
set_manual_time_step(&mut app, 0.0);
// Initial state has score=0; bumping by 50 (the threshold)
// is the smallest jump that triggers the floater.
app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(50);
app.update();
// One floater should now exist.
let count = count_with::<ScoreFloater>(&mut app);
assert_eq!(count, 1, "expected a single ScoreFloater for a +50 jump");
// Its TextColor must be ACCENT_PRIMARY at full alpha. The
// detect system spawns the floater coloured ACCENT_PRIMARY
// and at dt=0 the first advance tick leaves alpha = 1.0.
let world = app.world_mut();
let mut q = world.query::<(&ScoreFloater, &TextColor)>();
let (_floater, color) = q.iter(world).next().expect("floater missing TextColor");
assert_eq!(color.0, ACCENT_PRIMARY);
}
/// After enough time for `MOTION_SCORE_PULSE_SECS * 2` to elapse
/// the floater has reached the end of its lifetime and despawned.
#[test]
fn score_floater_despawns_after_full_lifetime() {
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(50);
app.update();
assert_eq!(count_with::<ScoreFloater>(&mut app), 1);
// Advance by a delta well past the floater's lifetime — the
// single oversized tick clamps t at 1.0 and the entity is
// despawned in the same `Update`.
set_manual_time_step(&mut app, MOTION_SCORE_PULSE_SECS * 2.0 * 2.0 + 0.1);
app.update();
app.update(); // first update propagates the new strategy; second runs the system with non-zero dt.
assert_eq!(
count_with::<ScoreFloater>(&mut app),
0,
"floater should have despawned after its full lifetime"
);
}
/// A small score change (below the threshold) inserts a pulse on
/// the readout but never spawns a floater — keeping the floating
/// "+N" reserved for meaningful score jumps.
#[test]
fn score_increase_below_threshold_does_not_spawn_floater() {
let mut app = headless_app();
// +5 mirrors a single tableau-to-foundation move; well below
// the 50-point threshold so the floater path stays dormant.
app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(5);
app.update();
assert_eq!(
count_with::<ScoreFloater>(&mut app),
0,
"delta of +5 must not spawn a floater"
);
}
/// The triangular pulse curve hits its peak (1.1) at t=0.5 and
/// returns to 1.0 at the endpoints. Pure-function check that
/// guards the curve shape against future tweaks.
#[test]
fn score_pulse_scale_is_triangular() {
assert!((score_pulse_scale(0.0) - 1.0).abs() < 1e-6);
assert!((score_pulse_scale(0.5) - 1.1).abs() < 1e-6);
assert!((score_pulse_scale(1.0) - 1.0).abs() < 1e-6);
// Values outside [0,1] are clamped before the curve runs.
assert!((score_pulse_scale(-0.2) - 1.0).abs() < 1e-6);
assert!((score_pulse_scale(2.0) - 1.0).abs() < 1e-6);
}
/// Streak flourish curve must be 1.0 at t=0, peak at t=0.5, and
/// return to 1.0 at t=duration. Mirrors the `foundation_flourish_scale`
/// curve test — the two animations share a triangular shape so a
/// future tweak that desyncs them shows up here.
#[test]
fn streak_flourish_scale_curves_through_one_one_one() {
let dur = MOTION_STREAK_FLOURISH_SECS;
assert!(
(streak_flourish_scale(0.0, dur) - 1.0).abs() < 1e-5,
"streak flourish scale at t=0 must be 1.0",
);
assert!(
(streak_flourish_scale(dur / 2.0, dur) - STREAK_FLOURISH_PEAK_SCALE).abs() < 1e-5,
"streak flourish scale at midpoint must be STREAK_FLOURISH_PEAK_SCALE",
);
assert!(
(streak_flourish_scale(dur, dur) - 1.0).abs() < 1e-5,
"streak flourish scale at t=duration must return to 1.0",
);
}
/// Out-of-range values are clamped, not extrapolated. Matches the
/// foundation flourish's clamp behaviour so the score readout never
/// freezes at a non-1.0 scale on the frame after the flourish ends.
#[test]
fn streak_flourish_scale_clamps_out_of_range() {
let dur = MOTION_STREAK_FLOURISH_SECS;
assert!((streak_flourish_scale(-1.0, dur) - 1.0).abs() < 1e-5);
assert!((streak_flourish_scale(dur * 5.0, dur) - 1.0).abs() < 1e-5);
}
/// Zero duration (e.g. `AnimSpeed::Instant`) returns identity, never
/// divides by zero.
#[test]
fn streak_flourish_scale_zero_duration_is_one() {
assert!((streak_flourish_scale(0.0, 0.0) - 1.0).abs() < 1e-5);
assert!((streak_flourish_scale(0.5, 0.0) - 1.0).abs() < 1e-5);
}
// -----------------------------------------------------------------------
// 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.force_test_score(50);
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
// -----------------------------------------------------------------------
/// Returns the `Focusable` carried by the unique entity matching
/// marker `M`. Helper for the HUD focus tests.
fn focusable_for<M: Component>(app: &mut App) -> Focusable {
app.world_mut()
.query_filtered::<&Focusable, With<M>>()
.iter(app.world())
.next()
.copied()
.unwrap_or_else(|| panic!("no Focusable on the {} button", std::any::type_name::<M>()))
}
#[test]
fn hud_buttons_get_focusable_marker() {
let mut app = headless_app();
// Every action-bar button is in `FocusGroup::Hud`.
for f in [
focusable_for::<MenuButton>(&mut app),
focusable_for::<UndoButton>(&mut app),
focusable_for::<PauseButton>(&mut app),
focusable_for::<HelpButton>(&mut app),
focusable_for::<HintButton>(&mut app),
focusable_for::<ModesButton>(&mut app),
focusable_for::<NewGameButton>(&mut app),
] {
assert_eq!(
f.group,
FocusGroup::Hud,
"every HUD action button must be in FocusGroup::Hud"
);
}
}
/// Returns the tooltip string carried by the unique entity matching
/// marker `M`. Panics if zero or more than one such entity exists,
/// which is the invariant we want to enforce for HUD readouts and
/// action buttons (each marker is spawned exactly once).
fn tooltip_for<M: Component>(app: &mut App) -> String {
let mut q = app.world_mut().query_filtered::<&Tooltip, With<M>>();
let world = app.world();
let mut iter = q.iter(world);
let first = iter
.next()
.unwrap_or_else(|| {
panic!(
"expected a Tooltip on the {} entity",
std::any::type_name::<M>()
)
})
.0
.clone()
.into_owned();
assert!(
iter.next().is_none(),
"expected exactly one Tooltip-bearing entity for {}",
std::any::type_name::<M>()
);
first
}
/// Every HUD readout and action button must spawn with a `Tooltip`
/// carrying the approved canonical microcopy. Mirrors the structure
/// of `hud_buttons_get_focusable_marker` (Phase 2 focus test) so the
/// invariant — one marker entity, one tooltip, exact text — is
/// asserted consistently across every element.
#[test]
fn hud_elements_carry_expected_tooltip_strings() {
let mut app = headless_app();
// HUD readouts (left column, top to bottom).
assert_eq!(
tooltip_for::<HudScore>(&mut app),
"Points earned this game. Hidden in Zen mode."
);
assert_eq!(
tooltip_for::<HudMoves>(&mut app),
"Moves you've made this game. Counts placements and stock draws."
);
assert_eq!(
tooltip_for::<HudTime>(&mut app),
"Time on this game. Counts down in Time Attack."
);
assert_eq!(
tooltip_for::<HudMode>(&mut app),
"Active game mode. Click Modes to switch."
);
assert_eq!(
tooltip_for::<HudChallenge>(&mut app),
"Today's daily challenge target. Beat it for bonus XP."
);
assert_eq!(
tooltip_for::<HudDrawCycle>(&mut app),
"Cards drawn on the next stock click in Draw-Three."
);
assert_eq!(
tooltip_for::<HudUndos>(&mut app),
"Undos used this game. Any undo blocks the No Undo achievement."
);
assert_eq!(
tooltip_for::<HudRecycles>(&mut app),
"Times you've recycled the stock. Three or more unlocks Comeback."
);
assert_eq!(
tooltip_for::<HudAutoComplete>(&mut app),
"Board is solvable from here. Press Enter to auto-finish."
);
assert_eq!(
tooltip_for::<HudSelection>(&mut app),
"Pile selected with Tab. Use arrows or Enter to act."
);
// Action bar (left to right).
assert_eq!(
tooltip_for::<MenuButton>(&mut app),
"Open Stats, Achievements, Profile, Settings, or Leaderboard."
);
assert_eq!(
tooltip_for::<UndoButton>(&mut app),
"Take back your last move. Costs points and blocks No Undo."
);
assert_eq!(
tooltip_for::<PauseButton>(&mut app),
"Pause the game and freeze the timer."
);
assert_eq!(
tooltip_for::<HelpButton>(&mut app),
"Show controls, rules, and keyboard shortcuts."
);
assert_eq!(
tooltip_for::<HintButton>(&mut app),
"Highlight a suggested move. Cycles through alternatives on repeat taps."
);
assert_eq!(
tooltip_for::<ModesButton>(&mut app),
"Switch modes: Classic, Daily, Zen, Challenge, Time Attack."
);
assert_eq!(
tooltip_for::<NewGameButton>(&mut app),
"Start a fresh deal. Confirms first if a game is in progress."
);
}
/// Every interior row of the Modes and Menu popovers must carry a
/// `Tooltip`. The popovers open from action-bar buttons whose own
/// tooltips are already covered above; this test extends the
/// invariant inward so hover discoverability is uniform across the
/// HUD's nested controls.
///
/// We invoke the popover spawn helpers directly with a maxed-out
/// `ProgressResource` and a `DailyChallengeResource` so every row
/// branch fires (Classic, Daily, Zen, Challenge, Time Attack).
/// Headless click simulation isn't needed — the contract under
/// test is "every popover row spawns with a tooltip", which is a
/// property of the spawn helpers themselves.
#[test]
fn popover_rows_carry_tooltip_strings() {
use crate::progress_plugin::ProgressResource;
use solitaire_sync::progress::PlayerProgress;
let mut app = headless_app();
// Force every mode row to render: level past the challenge
// unlock threshold, plus a daily challenge resource so the
// Daily row appears.
let progress = ProgressResource(PlayerProgress {
level: CHALLENGE_UNLOCK_LEVEL,
..Default::default()
});
let daily = DailyChallengeResource {
date: Local::now().date_naive(),
seed: 1,
goal_description: None,
target_score: None,
max_time_secs: None,
};
// Spawn both popovers via their helpers. Mirrors how the click
// handlers invoke them in production — we just skip the click.
{
let world = app.world_mut();
let mut commands = world.commands();
spawn_modes_popover(&mut commands, Some(&progress), Some(&daily), None);
spawn_menu_popover(&mut commands, None);
world.flush();
}
app.update();
// Every ModeOption-tagged entity must also carry a Tooltip,
// and the count must match the five canonical modes.
let mut mode_q = app
.world_mut()
.query_filtered::<&Tooltip, With<ModeOption>>();
let mode_tooltips: Vec<String> = mode_q
.iter(app.world())
.map(|t| t.0.clone().into_owned())
.collect();
assert_eq!(
mode_tooltips.len(),
5,
"expected a tooltip on each of the 5 mode rows, got {}",
mode_tooltips.len()
);
// Every approved mode tooltip string must be present somewhere
// among the ModeOption rows. Order isn't asserted — the spawn
// order test elsewhere already covers that.
for expected in [
"Standard Klondike. Score, timer, and full progression.",
"Today's seeded deal. Same for every player worldwide.",
"No timer, no score, no penalties. Just play.",
"Hand-picked hard seeds. No undo allowed.",
"Win as many games as you can in ten minutes.",
] {
assert!(
mode_tooltips.iter().any(|s| s == expected),
"missing mode tooltip: {expected:?}"
);
}
// Same contract for MenuOption rows: seven entries, each with a
// tooltip, exact strings matching the approved microcopy.
let mut menu_q = app
.world_mut()
.query_filtered::<&Tooltip, With<MenuOption>>();
let menu_tooltips: Vec<String> = menu_q
.iter(app.world())
.map(|t| t.0.clone().into_owned())
.collect();
assert_eq!(
menu_tooltips.len(),
7,
"expected a tooltip on each of the 7 menu rows, got {}",
menu_tooltips.len()
);
for expected in [
"Show controls, rules, and keyboard shortcuts.",
"Switch modes: Classic, Daily, Zen, Challenge, Time Attack.",
"Lifetime totals: wins, streaks, fastest time, best score.",
"Browse unlocked achievements and the rewards still ahead.",
"Your level, XP progress, and sync status.",
"Audio, animations, theme, draw mode, and sync.",
"Top players from your sync server. Opt in from Profile.",
] {
assert!(
menu_tooltips.iter().any(|s| s == expected),
"missing menu tooltip: {expected:?}"
);
}
}
#[test]
fn hud_button_order_matches_spawn_order() {
let mut app = headless_app();
// Visual reading order (left → right): Menu, Undo, Pause, Help,
// Hint, Modes, New Game. Their `order` fields must be 0..=6 in
// that order so Tab cycles them as the player reads them.
assert_eq!(focusable_for::<MenuButton>(&mut app).order, 0);
assert_eq!(focusable_for::<UndoButton>(&mut app).order, 1);
assert_eq!(focusable_for::<PauseButton>(&mut app).order, 2);
assert_eq!(focusable_for::<HelpButton>(&mut app).order, 3);
assert_eq!(focusable_for::<HintButton>(&mut app).order, 4);
assert_eq!(focusable_for::<ModesButton>(&mut app).order, 5);
assert_eq!(focusable_for::<NewGameButton>(&mut app).order, 6);
}
#[test]
fn hud_focus_only_engages_when_button_hovered() {
// Phase 2 declares membership in `FocusGroup::Hud`; the
// engagement rule lives in `handle_focus_keys`. Two halves to
// this test:
// (a) no modal + no hover ⇒ Tab is a no-op (Phase 1 contract
// still holds when nothing is hovered).
// (b) no modal + a HUD button hovered ⇒ Tab advances
// `FocusedButton` to a Hud-grouped entity.
use crate::ui_focus::{FocusedButton, UiFocusPlugin};
use crate::ui_modal::UiModalPlugin;
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(UiModalPlugin)
.add_plugins(UiFocusPlugin)
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(HudPlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
// (a) Sanity: HUD buttons exist and are focusable, but no
// modal open and no hover ⇒ FocusedButton stays None.
assert!(
app.world().resource::<FocusedButton>().0.is_none(),
"no modal open, no auto-focus"
);
// Press Tab. With no modal and no hover, `handle_focus_keys`
// resolves no active group and returns early — Tab must not
// advance the HUD focus ring on its own.
{
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release_all();
input.clear();
input.press(KeyCode::Tab);
}
app.update();
assert!(
app.world().resource::<FocusedButton>().0.is_none(),
"Tab with no modal and no Hud hover must not engage the HUD focus ring"
);
// (b) Hover the Menu button — the leftmost HUD action — and
// Tab. The Hud-group cycle should pick a Hud-tagged entity.
let menu_entity = app
.world_mut()
.query_filtered::<Entity, With<MenuButton>>()
.iter(app.world())
.next()
.expect("MenuButton entity should exist");
app.world_mut()
.entity_mut(menu_entity)
.insert(Interaction::Hovered);
{
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release_all();
input.clear();
input.press(KeyCode::Tab);
}
app.update();
let focused = app
.world()
.resource::<FocusedButton>()
.0
.expect("Tab with a HUD button hovered must engage the HUD focus ring");
// The focused entity must itself be Hud-grouped (i.e. one of
// the action-bar buttons), not anything else in the world.
let focusable = app
.world()
.entity(focused)
.get::<Focusable>()
.expect("focused entity must carry Focusable");
assert_eq!(
focusable.group,
FocusGroup::Hud,
"Hud-engaged Tab must focus a Hud-grouped entity"
);
}
+612
View File
@@ -0,0 +1,612 @@
//! Per-frame HUD text/typography/visibility updater systems.
use super::*;
use bevy::window::WindowResized;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::Suit;
use solitaire_core::{DrawStockConfig, game_state::GameMode};
use crate::auto_complete_plugin::AutoCompleteState;
/// Formats a time-limit value in seconds as `"mm:ss"` for HUD display.
///
/// For example `format_time_limit(300)` returns `"5:00"`.
pub fn format_time_limit(secs: u64) -> String {
let m = secs / 60;
let s = secs % 60;
format!("{m}:{s:02}")
}
// ---------------------------------------------------------------------------
// Score-change feedback (G2)
//
// The flow for each Update tick:
// 1. `detect_score_change` diffs `GameStateResource.score` against
// `PreviousScore`. On any positive delta it inserts/refreshes
// `ScorePulse` on the score readout; on a delta ≥
// `SCORE_FLOATER_THRESHOLD` it also spawns a floating "+N" UI text
// anchored just below the score.
// 2. `advance_score_pulse` ticks the pulse component, applies the
// triangular 1.0 → 1.1 → 1.0 scale curve, and removes the
// component on completion.
// 3. `advance_score_floater` drifts each floater upward, fades it to
// transparent, and despawns it when its lifetime expires.
//
// The threshold of 50 (a foundation promotion's typical bonus) keeps
// floaters rare and meaningful — see `SCORE_FLOATER_THRESHOLD`.
// ---------------------------------------------------------------------------
/// Sets the [`HudWonPreviously`] text to "✓ Won before" whenever the
/// current deal's seed + draw_mode + mode triple matches an entry in
/// the rolling [`ReplayHistory`]. Cleared while the active game is won
/// (the on-screen "Game won!" cue already conveys victory) and on
/// fresh deals the player hasn't won before.
///
/// Lives in its own system rather than `update_hud` to keep this
/// orthogonal: `update_hud`'s query disambiguation is already busy
/// enough; threading another marker through every Without filter
/// would touch ~10 unrelated queries for no benefit.
pub(super) fn update_won_previously(
game: Res<GameStateResource>,
// Optional because the HUD plugin's headless tests run without
// `StatsPlugin` and therefore without this resource. With the
// resource absent there's no history to compare against; the
// indicator just stays empty.
history: Option<Res<crate::stats_plugin::ReplayHistoryResource>>,
mut q: Query<&mut Text, With<HudWonPreviously>>,
) {
let Ok(mut text) = q.single_mut() else {
return;
};
let won_before = !game.0.is_won()
&& history.as_ref().is_some_and(|h| {
h.0.replays.iter().any(|r| {
r.seed == game.0.seed && r.draw_mode == game.0.draw_mode() && r.mode == game.0.mode
})
});
let next = if won_before {
"\u{2713} Won before"
} else {
""
};
if text.0 != next {
text.0 = next.to_string();
}
}
#[allow(clippy::type_complexity, clippy::too_many_arguments)]
pub(super) fn update_hud(
game: Res<GameStateResource>,
time_attack: Option<Res<TimeAttackResource>>,
daily: Option<Res<DailyChallengeResource>>,
auto_complete: Option<Res<AutoCompleteState>>,
mut score_q: Query<
&mut Text,
(
With<HudScore>,
Without<HudMoves>,
Without<HudTime>,
Without<HudMode>,
Without<HudChallenge>,
Without<HudUndos>,
Without<HudAutoComplete>,
Without<HudRecycles>,
Without<HudDrawCycle>,
Without<HudSelection>,
),
>,
mut moves_q: Query<
&mut Text,
(
With<HudMoves>,
Without<HudScore>,
Without<HudTime>,
Without<HudMode>,
Without<HudChallenge>,
Without<HudUndos>,
Without<HudAutoComplete>,
Without<HudRecycles>,
Without<HudDrawCycle>,
Without<HudSelection>,
),
>,
mut time_q: Query<
&mut Text,
(
With<HudTime>,
Without<HudScore>,
Without<HudMoves>,
Without<HudMode>,
Without<HudChallenge>,
Without<HudUndos>,
Without<HudAutoComplete>,
Without<HudRecycles>,
Without<HudDrawCycle>,
Without<HudSelection>,
),
>,
mut mode_q: Query<
&mut Text,
(
With<HudMode>,
Without<HudScore>,
Without<HudMoves>,
Without<HudTime>,
Without<HudChallenge>,
Without<HudUndos>,
Without<HudAutoComplete>,
Without<HudRecycles>,
Without<HudDrawCycle>,
Without<HudSelection>,
),
>,
mut challenge_q: Query<
(&mut Text, &mut TextColor),
(
With<HudChallenge>,
Without<HudScore>,
Without<HudMoves>,
Without<HudTime>,
Without<HudMode>,
Without<HudUndos>,
Without<HudAutoComplete>,
Without<HudRecycles>,
Without<HudDrawCycle>,
Without<HudSelection>,
),
>,
mut undos_q: Query<
(&mut Text, &mut TextColor),
(
With<HudUndos>,
Without<HudScore>,
Without<HudMoves>,
Without<HudTime>,
Without<HudMode>,
Without<HudChallenge>,
Without<HudAutoComplete>,
Without<HudRecycles>,
Without<HudDrawCycle>,
Without<HudSelection>,
),
>,
mut auto_q: Query<
&mut Text,
(
With<HudAutoComplete>,
Without<HudScore>,
Without<HudMoves>,
Without<HudTime>,
Without<HudMode>,
Without<HudChallenge>,
Without<HudUndos>,
Without<HudRecycles>,
Without<HudDrawCycle>,
Without<HudSelection>,
),
>,
mut recycles_q: Query<
&mut Text,
(
With<HudRecycles>,
Without<HudScore>,
Without<HudMoves>,
Without<HudTime>,
Without<HudMode>,
Without<HudChallenge>,
Without<HudUndos>,
Without<HudAutoComplete>,
Without<HudDrawCycle>,
Without<HudSelection>,
),
>,
mut draw_cycle_q: Query<
&mut Text,
(
With<HudDrawCycle>,
Without<HudScore>,
Without<HudMoves>,
Without<HudTime>,
Without<HudMode>,
Without<HudChallenge>,
Without<HudUndos>,
Without<HudAutoComplete>,
Without<HudRecycles>,
Without<HudSelection>,
),
>,
) {
let ta_active = time_attack.as_ref().is_some_and(|ta| ta.active);
// Score, moves, mode, challenge, and undos only need updating when game state changes.
if game.is_changed() {
let g = &game.0;
let is_zen = g.mode == GameMode::Zen;
if let Ok(mut t) = score_q.single_mut() {
// Zen mode suppresses score display per spec ("No score display").
**t = if is_zen {
String::new()
} else {
format!("Score: {}", g.score())
};
}
if let Ok(mut t) = moves_q.single_mut() {
**t = format!("Moves: {}", g.move_count());
}
if let Ok(mut t) = mode_q.single_mut() {
**t = match g.mode {
GameMode::Classic => match g.draw_mode() {
DrawStockConfig::DrawOne => String::new(),
DrawStockConfig::DrawThree => "Draw 3".to_string(),
},
GameMode::Zen => "ZEN".to_string(),
GameMode::Challenge => "CHALLENGE".to_string(),
GameMode::TimeAttack => "TIME ATTACK".to_string(),
GameMode::Difficulty(level) => level.label().to_uppercase(),
};
}
// --- Daily challenge constraint (with time-low colour warning) ---
if let Ok((mut t, mut color)) = challenge_q.single_mut() {
if g.is_won() {
**t = String::new();
} else if let Some(dc) = daily.as_deref() {
**t = challenge_hud_text(dc);
if let Some(max_secs) = dc.max_time_secs {
let remaining = max_secs.saturating_sub(g.elapsed_seconds);
*color = TextColor(challenge_time_color(remaining));
}
} else {
**t = String::new();
}
}
// --- Undo count ---
if let Ok((mut t, mut color)) = undos_q.single_mut() {
let count = g.undo_count();
if count == 0 {
**t = String::new();
*color = TextColor(TEXT_PRIMARY);
} else {
**t = format!("Undos: {count}");
// STATE_WARNING signals "you took a penalty" — same hue
// as the Recycles counter so they read as one category.
*color = TextColor(STATE_WARNING);
}
}
// --- Recycle counter (both modes, hidden until first recycle) ---
if let Ok(mut t) = recycles_q.single_mut() {
**t = if g.recycle_count() > 0 {
format!("Recycles: {}", g.recycle_count())
} else {
String::new()
};
}
// --- Draw-cycle indicator (Draw-Three mode only) ---
if let Ok(mut t) = draw_cycle_q.single_mut() {
**t = if g.is_won() || g.draw_mode() != DrawStockConfig::DrawThree {
// Hide when not in Draw-Three or after the game is won.
String::new()
} else {
let stock_len = g.stock_cards().len();
let next_draw = stock_len.min(3);
format!("Cycle: {next_draw}/3")
};
}
}
// Time display: show Time Attack countdown every frame when active;
// Zen mode suppresses the timer per spec ("No timer") — cleared unconditionally
// every frame so it disappears immediately on the frame Z is pressed.
// Otherwise show game elapsed time (updates once per second via game.is_changed()).
let is_zen = game.0.mode == GameMode::Zen;
let update_time = (ta_active || game.is_changed()) && !is_zen;
if update_time {
if let Ok(mut t) = time_q.single_mut() {
if let Some(ta) = time_attack.as_ref().filter(|ta| ta.active) {
let remaining = ta.remaining_secs.max(0.0) as u64;
let m = remaining / 60;
let s = remaining % 60;
**t = format!("{m}:{s:02}");
} else {
let secs = game.0.elapsed_seconds;
let m = secs / 60;
let s = secs % 60;
**t = format!("{m}:{s:02}");
}
}
} else if is_zen {
// Clear the time display immediately whenever Zen mode is active —
// do not guard on game.is_changed() so it clears on the same frame
// the player presses Z, before any move is made.
if let Ok(mut t) = time_q.single_mut() {
**t = String::new();
}
}
// --- Auto-complete badge ---
// Reflects the AutoCompleteState resource; update whenever it changes or game changes.
let ac_active = auto_complete.as_ref().is_some_and(|ac| ac.active);
let ac_changed = auto_complete.as_ref().is_some_and(|ac| ac.is_changed());
if (ac_changed || game.is_changed())
&& let Ok(mut t) = auto_q.single_mut()
{
**t = if ac_active {
"AUTO".to_string()
} else {
String::new()
};
}
}
/// Updates the `HudSelection` text node to show which pile is Tab-selected.
///
/// Displays `"▶ {pile_name}"` while `SelectionState::selected_pile` is `Some`,
/// or an empty string when no pile is selected. Runs every frame so the
/// indicator stays in sync with the selection resource.
pub(super) fn update_selection_hud(
selection: Option<Res<SelectionState>>,
game: Option<Res<GameStateResource>>,
mut q: Query<&mut Text, With<HudSelection>>,
) {
let Ok(mut t) = q.single_mut() else { return };
let label = match selection.as_deref().and_then(|s| s.selected_pile.as_ref()) {
None => String::new(),
Some(KlondikePile::Stock) => "▶ Waste".to_string(),
Some(KlondikePile::Foundation(slot)) => match game.as_deref() {
Some(g) => foundation_selection_label(*slot, &g.0),
// No game resource means we can't probe claimed_suit; show the
// slot-based placeholder so the HUD still surfaces the selection.
None => format!("▶ Foundation {}", foundation_number(*slot)),
},
Some(KlondikePile::Tableau(idx)) => format!("▶ Column {}", tableau_number(*idx)),
};
**t = label;
}
/// Returns the HUD selection label for a foundation slot.
///
/// When the slot has a claimed suit (any card has landed) the announcement is
/// "▶ {Suit} Foundation"; while the slot is empty it falls back to a
/// "▶ Foundation N" placeholder labelled by the 1-based slot index.
pub(super) fn foundation_selection_label(
slot: Foundation,
game: &solitaire_core::game_state::GameState,
) -> String {
let claimed = game
.pile(KlondikePile::Foundation(slot))
.first()
.map(|c| c.0.suit());
match claimed {
Some(suit) => {
let s = match suit {
Suit::Clubs => "Clubs",
Suit::Diamonds => "Diamonds",
Suit::Hearts => "Hearts",
Suit::Spades => "Spades",
};
format!("{s} Foundation")
}
None => format!("▶ Foundation {}", foundation_number(slot)),
}
}
const fn foundation_number(foundation: Foundation) -> u8 {
match foundation {
Foundation::Foundation1 => 1,
Foundation::Foundation2 => 2,
Foundation::Foundation3 => 3,
Foundation::Foundation4 => 4,
}
}
const fn tableau_number(tableau: Tableau) -> u8 {
match tableau {
Tableau::Tableau1 => 1,
Tableau::Tableau2 => 2,
Tableau::Tableau3 => 3,
Tableau::Tableau4 => 4,
Tableau::Tableau5 => 5,
Tableau::Tableau6 => 6,
Tableau::Tableau7 => 7,
}
}
/// Fires `InfoToastEvent("Auto-completing...")` exactly once each time
/// `AutoCompleteState` transitions from inactive to active. Uses a `Local<bool>`
/// to debounce so the toast only appears on the leading edge.
pub(super) fn announce_auto_complete(
auto_complete: Option<Res<AutoCompleteState>>,
mut toast: MessageWriter<InfoToastEvent>,
mut was_active: Local<bool>,
) {
let now_active = auto_complete.as_ref().is_some_and(|ac| ac.active);
if now_active && !*was_active {
toast.write(InfoToastEvent("Auto-completing...".to_string()));
}
*was_active = now_active;
}
/// Builds the HUD text for the active daily challenge constraints.
///
/// Returns `"Limit: mm:ss"` when a time limit is set, `"Goal: N pts"` when a
/// score target is set, or an empty string when the challenge has no extra
/// constraints.
pub(super) fn challenge_hud_text(dc: &DailyChallengeResource) -> String {
if let Some(secs) = dc.max_time_secs {
format!("Limit: {}", format_time_limit(secs))
} else if let Some(score) = dc.target_score {
format!("Goal: {score} pts")
} else {
String::new()
}
}
/// Returns the colour for the challenge time-limit HUD label based on
/// seconds remaining. Uses theme tokens so the urgency ramp picks up
/// palette changes for free.
///
/// | Remaining | Token |
/// |-------------|------------------|
/// | ≥ 60 s | `STATE_INFO` |
/// | 30 59 s | `STATE_WARNING` |
/// | < 30 s | `STATE_DANGER` |
pub fn challenge_time_color(remaining: u64) -> Color {
if remaining < 30 {
STATE_DANGER
} else if remaining < 60 {
STATE_WARNING
} else {
STATE_INFO
}
}
/// Scales HUD Tier-1 font sizes to fit a narrow viewport.
///
/// Fires on every `WindowResized` event. Below 480 logical pixels wide the
/// score drops from `TYPE_HEADLINE` (26 px) to `TYPE_BODY_LG` (18 px) and the
/// Moves/Timer labels drop from `TYPE_BODY_LG` to `TYPE_CAPTION` (11 px), so
/// all three items remain on one row inside the 50 %-wide HUD column
/// (≈ 180 dp on a 360 dp phone). At ≥ 480 px the original sizes are
/// restored so desktop/tablet layouts are unaffected.
type HudScoreFont<'w, 's> =
Query<'w, 's, &'static mut TextFont, (With<HudScore>, Without<HudMoves>, Without<HudTime>)>;
type HudMovesFont<'w, 's> =
Query<'w, 's, &'static mut TextFont, (With<HudMoves>, Without<HudScore>, Without<HudTime>)>;
type HudTimeFont<'w, 's> =
Query<'w, 's, &'static mut TextFont, (With<HudTime>, Without<HudScore>, Without<HudMoves>)>;
pub(super) fn update_hud_typography(
mut events: MessageReader<WindowResized>,
mut score_q: HudScoreFont,
mut moves_q: HudMovesFont,
mut time_q: HudTimeFont,
) {
let Some(ev) = events.read().last() else {
return;
};
let (score_size, secondary_size) = if ev.width < 480.0 {
(TYPE_BODY_LG, TYPE_CAPTION)
} else {
(TYPE_HEADLINE, TYPE_BODY_LG)
};
for mut font in &mut score_q {
font.font_size = score_size;
}
for mut font in &mut moves_q {
font.font_size = secondary_size;
}
for mut font in &mut time_q {
font.font_size = secondary_size;
}
}
pub(super) fn apply_hud_visibility(
hud_vis: Res<HudVisibility>,
mut action_bar: Query<&mut Visibility, With<HudActionBar>>,
) {
if !hud_vis.is_changed() {
return;
}
let v = if *hud_vis == HudVisibility::Visible {
Visibility::Visible
} else {
Visibility::Hidden
};
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.
}
pub(super) fn restore_hud_on_modal(
new_scrims: Query<(), (With<ModalScrim>, Added<ModalScrim>)>,
mut hud_vis: ResMut<HudVisibility>,
) {
if !new_scrims.is_empty() {
*hud_vis = HudVisibility::Visible;
}
}
/// Returns the action-bar label font size for a given logical window width.
pub(super) fn action_bar_font_size(window_width: f32) -> f32 {
if USE_TOUCH_UI_LAYOUT {
// Seven word-labels ("Menu","Undo","Pause","Help","Hint","Mode","New")
// must share one row. The widest characters are in FiraMono (a
// monospace whose advance is ~0.62 of the font size). On a 900
// logical-px phone the row budget after bar padding (2*12) and six
// 4 px column gaps is ~852 px for ~28 label chars + 7*2*3 px button
// padding. Solving 28*0.62*size + 42 <= 852 gives size <= ~46, so the
// labels are advance-bound only on very narrow viewports; the real
// constraint is legibility, not fit. ~1/60 of the width yields ~15 px
// at 900 px — comfortably one row with margin to spare — clamped so it
// never drops below the 12 px legibility floor or grows past 18 px on
// landscape tablets where it would crowd the row again.
(window_width / 60.0).clamp(12.0, 18.0)
} else {
TYPE_BODY
}
}
pub(super) fn action_button_metrics() -> (UiRect, Val, Val) {
if USE_TOUCH_UI_LAYOUT {
// Tight 3 px horizontal padding (down from 4) trims 14 px off the row
// total across 7 buttons, and a 44 px min_width (down from 52) lets the
// shortest labels ("New", "Help") shrink to their text rather than
// padding the row out past the 900 logical-px viewport. min_height
// stays at 44 px to preserve the comfortable touch target.
(
UiRect::axes(Val::Px(3.0), Val::Px(4.0)),
Val::Px(44.0),
Val::Px(44.0),
)
} else {
(
UiRect::axes(VAL_SPACE_2, VAL_SPACE_2),
Val::Px(48.0),
Val::Px(48.0),
)
}
}
pub(super) fn spawn_action_button_label(
parent: &mut ChildSpawnerCommands,
label: &str,
font: &TextFont,
text_color: Color,
) {
if USE_TOUCH_UI_LAYOUT {
parent.spawn((
ActionButtonLabel,
Text::new(label),
font.clone(),
TextColor(text_color),
));
} else {
parent.spawn((Text::new(label), font.clone(), TextColor(text_color)));
}
}
/// Resizes the glyph text inside every [`ActionButtonLabel`] to match the
/// current viewport width whenever [`LayoutResource`] changes (orientation
/// change or window resize).
#[cfg(target_os = "android")]
pub(super) fn resize_action_bar_labels(
layout: Res<crate::layout::LayoutResource>,
windows: Query<&Window>,
mut labels: Query<&mut TextFont, With<ActionButtonLabel>>,
) {
let w = windows
.iter()
.next()
.map_or(layout.0.card_size.x * 7.25, |win| win.width());
let new_size = action_bar_font_size(w);
for mut font in &mut labels {
font.font_size = new_size;
}
}
@@ -1829,712 +1829,4 @@ pub fn find_hint(game: &GameState) -> Option<(KlondikePile, KlondikePile)> {
const _VEC3_REFERENCED: Option<Vec3> = None;
#[cfg(test)]
mod tests {
use super::*;
use crate::layout::compute_layout;
use solitaire_core::{Deck, Foundation, Rank, Suit, Tableau};
use solitaire_core::{DrawStockConfig, game_state::GameState};
fn clear_test_piles(game: &mut GameState) {
game.set_test_stock_cards(Vec::new());
game.set_test_waste_cards(Vec::new());
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
game.set_test_foundation_cards(foundation, Vec::new());
}
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
game.set_test_tableau_cards(tableau, Vec::new());
}
}
#[test]
fn dragged_card_z_matches_resting_stack_step() {
assert!((dragged_card_z(0) - DRAG_Z).abs() < 1e-6);
let step = dragged_card_z(1) - dragged_card_z(0);
assert!(
step > 0.02,
"drag step must exceed Android overlay local_z, got {step}"
);
assert!(
step + 1e-4 >= STACK_FAN_FRAC,
"drag step must stay aligned with resting stack spacing, got {step}"
);
}
#[test]
fn point_in_rect_inside_returns_true() {
let center = Vec2::new(10.0, 20.0);
let size = Vec2::new(40.0, 60.0);
assert!(point_in_rect(Vec2::new(10.0, 20.0), center, size));
assert!(point_in_rect(Vec2::new(29.0, 49.0), center, size));
assert!(point_in_rect(Vec2::new(-9.0, -9.0), center, size));
}
#[test]
fn point_in_rect_on_edge_returns_true() {
let center = Vec2::ZERO;
let size = Vec2::new(10.0, 10.0);
assert!(point_in_rect(Vec2::new(5.0, 5.0), center, size));
assert!(point_in_rect(Vec2::new(-5.0, -5.0), center, size));
}
#[test]
fn point_in_rect_outside_returns_false() {
let center = Vec2::ZERO;
let size = Vec2::new(10.0, 10.0);
assert!(!point_in_rect(Vec2::new(6.0, 0.0), center, size));
assert!(!point_in_rect(Vec2::new(0.0, 6.0), center, size));
assert!(!point_in_rect(Vec2::new(-100.0, 0.0), center, size));
}
#[test]
fn find_draggable_picks_top_of_tableau() {
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// In tableau 6, the visually topmost card is the last (face-up) one.
// Its position: base.y + fan * 6.
let top_pos = card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau7), 6);
let result = find_draggable_at(top_pos, &game, &layout).expect("hit");
assert_eq!(result.0, KlondikePile::Tableau(Tableau::Tableau7));
assert_eq!(result.1, 6);
assert_eq!(result.2.len(), 1);
}
#[test]
fn find_draggable_picks_waste_top_with_multiple_cards() {
// Reproduces the reported "drags the wrong waste card" bug: with several
// cards in the waste, clicking the visible top must pick the actual top
// (last index), not the buffer card underneath it.
let mut game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
clear_test_piles(&mut game);
let waste = vec![Card::new(Deck::Deck1, Suit::Clubs, Rank::Two),
Card::new(Deck::Deck1, Suit::Hearts, Rank::Five),
Card::new(Deck::Deck1, Suit::Spades, Rank::Nine)];
game.set_test_waste_cards(waste.clone());
let top_index = waste.len() - 1; // 2 = the visible top
let top_pos = card_position(&game, &layout, &KlondikePile::Stock, top_index);
let result = find_draggable_at(top_pos, &game, &layout).expect("waste top is draggable");
assert_eq!(result.0, KlondikePile::Stock, "origin is the waste pile");
assert_eq!(result.1, top_index, "picks the top index, not the buffer");
assert_eq!(result.2, vec![waste[top_index].clone()], "drags the top card only");
}
#[test]
fn find_draggable_picks_lone_waste_card() {
// "can't play the first card in the stock" — a waste of one card must
// still be draggable.
let mut game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
clear_test_piles(&mut game);
let card = Card::new(Deck::Deck1, Suit::Diamonds, Rank::Ace);
game.set_test_waste_cards(vec![card.clone()]);
let pos = card_position(&game, &layout, &KlondikePile::Stock, 0);
let result = find_draggable_at(pos, &game, &layout).expect("lone waste card is draggable");
assert_eq!(result.0, KlondikePile::Stock);
assert_eq!(result.1, 0);
assert_eq!(result.2, vec![card]);
}
#[test]
fn draw_three_waste_hit_test_matches_render_fan_step() {
// Regression: the Draw-Three waste hit-test must use the same fan step as
// the renderer (`card_plugin::waste_fan_step`). The previous hard-coded
// `card_size.x * 0.28` matched the renderer only on desktop (column step =
// 1.25*cw); under tighter Android-style spacing the two drift and the top
// fanned card's click target lands on the card beneath it — so dragging
// the visible top card plays the wrong one.
let mut game = GameState::new(7, DrawStockConfig::DrawThree);
let mut layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Force tight (Android-like) column spacing: ~1.03 * card_width.
let cw = layout.card_size.x;
let base = layout.pile_positions[&KlondikePile::Stock];
let t1 = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
layout.pile_positions.insert(
KlondikePile::Tableau(Tableau::Tableau2),
Vec2::new(t1.x + cw * 1.03, t1.y),
);
clear_test_piles(&mut game);
let waste = vec![
Card::new(Deck::Deck1, Suit::Clubs, Rank::Two),
Card::new(Deck::Deck1, Suit::Hearts, Rank::Five),
Card::new(Deck::Deck1, Suit::Spades, Rank::Nine),
Card::new(Deck::Deck1, Suit::Diamonds, Rank::King),
];
game.set_test_waste_cards(waste.clone());
// visible_start = len-3 = 1, so the top card sits at fan slot 2.
let top_index = waste.len() - 1;
let pos = card_position(&game, &layout, &KlondikePile::Stock, top_index);
let expected = base.x + 2.0 * waste_fan_step(&layout);
assert!(
(pos.x - expected).abs() < 1e-3,
"hit-test must use the shared waste fan step"
);
// The old fixed constant would have drifted from the renderer here.
let old = base.x + 2.0 * cw * 0.28;
assert!(
(pos.x - old).abs() > 1.0,
"shared step must differ from the old fixed step under tight spacing"
);
}
#[test]
fn find_draggable_skips_face_down_cards() {
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Tableau 6 has 7 cards: 6 face-down (indices 0..5) + 1 face-up at
// the bottom (index 6). Click at the topmost face-down card's
// position — its full body is partly visible above the fanned
// face-up card, but the iterator should skip face-down cards and
// the cursor sits above the face-up card's AABB, so the result
// is None.
let face_down_pos =
card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau7), 0);
let result = find_draggable_at(face_down_pos, &game, &layout);
assert!(result.is_none(), "face-down cards should not be draggable");
}
#[test]
fn find_draggable_hits_face_up_card_with_face_down_cards_above_it() {
// Regression test for the bug where input_plugin's hit-testing used
// a uniform 0.25 fan step but card_plugin renders face-down cards
// at 0.12 — so for any column with face-down cards above the
// face-up bottom card, clicking the visible card face missed the
// hit-test box and only the bottom strip of the card responded.
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Tableau 6 starts with 6 face-down + 1 face-up. The face-up card
// sits at base.y - 6 * TABLEAU_FACEDOWN_FAN_FRAC * card_h, NOT at
// base.y - 6 * TABLEAU_FAN_FRAC * card_h. Click the centre.
let face_up_pos =
card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau7), 6);
let result = find_draggable_at(face_up_pos, &game, &layout)
.expect("clicking the face-up card's visible centre must initiate a drag");
assert_eq!(result.0, KlondikePile::Tableau(Tableau::Tableau7));
assert_eq!(result.1, 6);
assert_eq!(result.2.len(), 1);
}
#[test]
fn find_draggable_returns_run_when_picking_mid_stack() {
// Manually construct a tableau with three face-up cards all stacked.
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let king = Card::new(D::Deck1, Suit::Spades, Rank::King);
let queen = Card::new(D::Deck1, Suit::Hearts, Rank::Queen);
let jack = Card::new(D::Deck1, Suit::Clubs, Rank::Jack);
game.set_test_tableau_cards(
Tableau::Tableau1,
vec![king, queen.clone(), jack.clone()],
);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// The Queen's geometric center (index 1) is inside the Jack's bounding box
// (Jack fans 0.5h below base; its box spans [base-h, base]). To hit the
// Queen we click in her visible strip: the 0.25h band above the Jack's top
// edge (base.y to base.y+0.25h). Midpoint = queen_center + 0.375*card_h.
let queen_center =
card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau1), 1);
let pos = queen_center + Vec2::new(0.0, layout.card_size.y * 0.375);
let (pile, start, ids) = find_draggable_at(pos, &game, &layout).expect("hit");
assert_eq!(pile, KlondikePile::Tableau(Tableau::Tableau1));
assert_eq!(start, 1);
assert_eq!(ids, vec![queen, jack]);
}
#[test]
fn find_draggable_skips_non_top_waste_card() {
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let two_spades = Card::new(D::Deck1, Suit::Spades, Rank::Two);
let three_hearts = Card::new(D::Deck1, Suit::Hearts, Rank::Three);
game.set_test_waste_cards(vec![two_spades, three_hearts.clone()]);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Both cards in waste sit at the same (x, y). Clicking should pick
// the visually top card (three_hearts), with count = 1.
let pos = card_position(&game, &layout, &KlondikePile::Stock, 0);
let (pile, start, ids) = find_draggable_at(pos, &game, &layout).expect("hit");
assert_eq!(pile, KlondikePile::Stock);
assert_eq!(start, 1);
assert_eq!(ids, vec![three_hearts]);
}
#[test]
fn find_drop_target_hits_empty_tableau_pile_marker() {
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Move all cards out of tableau 0 so its marker is the only drop area.
let mut game = game;
game.set_test_tableau_cards(Tableau::Tableau1, Vec::new());
let pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
let target = find_drop_target(
pos,
&game,
&layout,
&KlondikePile::Tableau(Tableau::Tableau7),
);
assert_eq!(target, Some(KlondikePile::Tableau(Tableau::Tableau1)));
}
#[test]
fn find_drop_target_returns_none_for_origin() {
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau4)];
let target = find_drop_target(
pos,
&game,
&layout,
&KlondikePile::Tableau(Tableau::Tableau4),
);
assert_eq!(target, None);
}
#[test]
fn pile_drop_rect_extends_for_tableau_with_cards() {
let game = GameState::new(42, DrawStockConfig::DrawOne);
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(&KlondikePile::Tableau(Tableau::Tableau7), &layout, &game);
// 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 {}",
size.y
);
}
#[test]
fn find_draggable_draw_three_waste_top_card_hit_at_fanned_position() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::GameMode};
let mut game = GameState::new_with_mode(1, DrawStockConfig::DrawThree, GameMode::Classic);
// Three waste cards; top (four_clubs) is rightmost in the fan.
let two_spades = Card::new(D::Deck1, Suit::Spades, Rank::Two);
let three_hearts = Card::new(D::Deck1, Suit::Hearts, Rank::Three);
let four_clubs = Card::new(D::Deck1, Suit::Clubs, Rank::Four);
game.set_test_waste_cards(vec![two_spades, three_hearts, four_clubs.clone()]);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let waste_base = layout.pile_positions[&KlondikePile::Stock];
// Top card (slot=2) is at base.x + 2 * 0.28 * card_width.
let top_card_x = waste_base.x + 2.0 * 0.28 * layout.card_size.x;
let cursor = Vec2::new(top_card_x, waste_base.y);
let result = find_draggable_at(cursor, &game, &layout);
assert!(
result.is_some(),
"top fanned waste card must be hittable at its visual X position"
);
let (pile, _start, ids) = result.unwrap();
assert_eq!(pile, KlondikePile::Stock);
assert_eq!(ids, vec![four_clubs], "only the top card is draggable from waste");
}
#[test]
fn find_draggable_returns_none_for_click_on_empty_pile() {
let mut game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Clear tableau 0 so it's an empty slot.
game.set_test_tableau_cards(Tableau::Tableau1, Vec::new());
let pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
let result = find_draggable_at(pos, &game, &layout);
assert!(
result.is_none(),
"clicking an empty pile must not produce a draggable"
);
}
#[test]
fn pile_drop_rect_is_card_sized_for_non_tableau() {
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
for pile in [
KlondikePile::Stock,
KlondikePile::Foundation(Foundation::Foundation3),
] {
let (_, size) = pile_drop_rect(&pile, &layout, &game);
assert_eq!(size, layout.card_size);
}
}
// -----------------------------------------------------------------------
// Task #27 — best_destination pure-function tests
// -----------------------------------------------------------------------
#[test]
fn best_destination_returns_none_when_no_legal_move() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
// Clear everything except one card that has nowhere to go.
clear_test_piles(&mut game);
// A Two of Clubs with empty foundations and empty tableau has no destination.
let card = Card::new(D::Deck1, Suit::Clubs, Rank::Two);
assert!(best_destination(&card, &game).is_none());
}
// -----------------------------------------------------------------------
// best_tableau_destination_for_stack pure-function tests
// -----------------------------------------------------------------------
#[test]
fn best_tableau_destination_for_stack_skips_source_pile() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
clear_test_piles(&mut game);
// Only tableau 0 has anything; every other column is empty.
// A King is the only card that can go on an empty tableau column.
// Source is Tableau(0), so the result must NOT be Tableau(0).
let king = Card::new(D::Deck1, Suit::Hearts, Rank::King);
game.set_test_tableau_cards(Tableau::Tableau1, vec![king.clone()]);
let result = best_tableau_destination_for_stack(
&king,
&KlondikePile::Tableau(Tableau::Tableau1),
&game,
1,
);
// Result must be some other empty tableau column, never the source.
if let Some((dest, _)) = result {
assert_ne!(dest, KlondikePile::Tableau(Tableau::Tableau1));
}
}
#[test]
fn best_tableau_destination_for_stack_returns_none_when_no_legal_move() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
clear_test_piles(&mut game);
// Source: tableau 0 has a Two of Clubs (can't go on empty pile; not a King).
// All other piles are empty — no legal tableau target.
let two_clubs = Card::new(D::Deck1, Suit::Clubs, Rank::Two);
game.set_test_tableau_cards(Tableau::Tableau1, vec![two_clubs.clone()]);
let result = best_tableau_destination_for_stack(
&two_clubs,
&KlondikePile::Tableau(Tableau::Tableau1),
&game,
1,
);
assert!(
result.is_none(),
"Two of Clubs has no legal tableau destination on empty piles"
);
}
// -----------------------------------------------------------------------
// Task #28 — find_hint pure-function tests
// -----------------------------------------------------------------------
#[test]
fn find_hint_finds_ace_to_foundation() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
// Place Ace of Clubs on top of tableau 0.
clear_test_piles(&mut game);
let ace_clubs = Card::new(D::Deck1, Suit::Clubs, Rank::Ace);
game.set_test_tableau_cards(Tableau::Tableau1, vec![ace_clubs]);
let hint = find_hint(&game);
assert!(hint.is_some(), "should find a hint");
let (from, to) = hint.unwrap();
assert_eq!(from, KlondikePile::Tableau(Tableau::Tableau1));
assert_eq!(to, KlondikePile::Foundation(Foundation::Foundation1));
}
// -----------------------------------------------------------------------
// G key fires ForfeitRequestEvent (modal-based forfeit flow)
// -----------------------------------------------------------------------
/// `handle_keyboard_forfeit` only checks `paused` and the G keypress;
/// the "is there actually a game?" gating lives in
/// `pause_plugin::handle_forfeit_request` so it can surface a
/// "No game to forfeit" toast instead of failing silently.
#[test]
fn g_key_paused_check_keeps_handler_silent_while_pause_modal_owns_input() {
// Build the system param state by hand so we don't rely on a
// full Bevy app: the assertion is that the function returns
// early on the paused branch without calling write_message.
// This is verified by the plain `if paused { return; }` shape;
// the body is small enough to inspect by reading.
// (Higher-level integration coverage lives in the pause-plugin
// tests where `forfeit_app` simulates the full flow.)
let _ = handle_keyboard_forfeit; // proves the symbol still compiles
}
// -----------------------------------------------------------------------
// all_hints / new-game window — pure-function tests added during refactor
// -----------------------------------------------------------------------
/// Pass 3 of `all_hints` should suggest drawing from the stock when there
/// are no other moves and the stock is non-empty.
#[test]
fn all_hints_suggests_draw_when_no_moves_and_stock_nonempty() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
// Remove all foundation, tableau, and waste cards so no pile-to-pile
// move exists. Leave one card in the stock.
clear_test_piles(&mut game);
// Put one card back into the stock so "draw" is a valid suggestion.
game.set_test_stock_cards(vec![Card::new(D::Deck1, Suit::Clubs, Rank::Ace)]);
let hints = all_hints(&game);
assert_eq!(hints.len(), 1, "exactly one hint: draw from stock");
let (from, to) = &hints[0];
assert_eq!(*from, KlondikePile::Stock, "hint must come from Stock");
assert_eq!(*to, KlondikePile::Stock, "hint must point to Waste");
}
// `all_hints` must be empty when both stock and waste are empty and no
// pile-to-pile move exists — the game is truly stuck.
// -----------------------------------------------------------------------
// Drag-rejection return tween — `CardAnimation` replaces the legacy
// `ShakeAnim` on the dragged cards. The audio cue
// (`card_invalid.wav` via `MoveRejectedEvent`) is unchanged; only the
// visual response on the dragged cards swapped from a horizontal wiggle
// to a smooth ease-out glide back to the origin pile.
//
// These tests build the component values exactly as `end_drag` and
// `touch_end_drag` would, then assert the resulting `CardAnimation` is
// shaped correctly. Driving `end_drag` end-to-end requires a real window
// and mouse-button input, so we exercise the data path the same way the
// legacy `ShakeAnim` tests did.
// -----------------------------------------------------------------------
/// Helper: build the `CardAnimation` the rejection paths construct for
/// one dragged card. Mirrors the inline logic in `end_drag` and
/// `touch_end_drag` so the tests stay in sync with the production code.
fn build_drag_reject_animation(
drag_pos: Vec2,
drag_z: f32,
target_pos: Vec2,
stack_index: usize,
) -> CardAnimation {
let end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
CardAnimation::slide(drag_pos, drag_z, target_pos, end_z, MotionCurve::Responsive)
.with_duration(MOTION_DRAG_REJECT_SECS)
}
/// Every card in `drag.cards` should receive its own `CardAnimation` on
/// rejection. With the shake → tween migration, the assertion changes
/// from "every dragged card gets a ShakeAnim" to "every dragged card
/// gets a CardAnimation" — same coverage, new component.
#[test]
fn rejected_drag_inserts_card_animation_on_each_dragged_card() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
// Simulate a stack drag of two cards.
let dragged_cards: Vec<Card> = vec![
Card::new(D::Deck1, Suit::Hearts, Rank::King),
Card::new(D::Deck1, Suit::Spades, Rank::Queen),
];
let mut animated: Vec<Card> = Vec::new();
for card in &dragged_cards {
// In `end_drag` we iterate `drag.cards` and look up each card in
// `card_entities`. The cards we would insert a `CardAnimation` on
// must exactly match the dragged set.
animated.push(card.clone());
}
assert_eq!(
animated, dragged_cards,
"every card in drag.cards must receive a CardAnimation on rejection"
);
}
/// The `end` field of the inserted tween must equal the card's resting
/// slot in its origin pile — the position the card belongs at after a
/// rejected drop. Without this, the tween would glide to the wrong spot
/// and `sync_cards` would have to fight it back.
#[test]
fn rejected_drag_animation_targets_origin_resting_position() {
let drag_pos = Vec2::new(640.0, 200.0); // somewhere mid-screen
let target_pos = Vec2::new(123.5, -50.0); // origin pile slot
let anim =
build_drag_reject_animation(drag_pos, DRAG_Z, target_pos, /* stack_index */ 3);
assert!(
(anim.end - target_pos).length() < 1e-6,
"CardAnimation.end must match the origin slot's resting position. \
Expected {target_pos:?}, got {:?}",
anim.end
);
}
/// The `start` field of the inserted tween must equal the card's
/// drop-time transform position — i.e. wherever the cursor or finger
/// released the card. This is what makes the glide feel like a
/// continuous return rather than a teleport-then-shake.
#[test]
fn rejected_drag_animation_starts_from_drag_position() {
let drag_pos = Vec2::new(640.0, 200.0);
let target_pos = Vec2::new(80.0, -120.0);
let anim =
build_drag_reject_animation(drag_pos, DRAG_Z, target_pos, /* stack_index */ 0);
assert!(
(anim.start - drag_pos).length() < 1e-6,
"CardAnimation.start must match the drop-time transform position \
(where the cursor released). Expected {drag_pos:?}, got {:?}",
anim.start
);
// And the start must be visibly distinct from the origin slot — the
// whole point of the tween is that it visibly travels.
assert!(
(anim.start - anim.end).length() > 1.0,
"rejected drag should travel a visible distance, got start={:?} end={:?}",
anim.start,
anim.end
);
}
/// The tween duration is taken from the project-wide motion token so
/// designers can retune the feel from one place. Keeps the constant and
/// the call site honest.
#[test]
fn rejected_drag_animation_uses_correct_duration() {
let anim = build_drag_reject_animation(
Vec2::new(640.0, 200.0),
DRAG_Z,
Vec2::new(80.0, -120.0),
0,
);
assert!(
(anim.duration - MOTION_DRAG_REJECT_SECS).abs() < 1e-6,
"drag-rejection tween duration must match MOTION_DRAG_REJECT_SECS \
({MOTION_DRAG_REJECT_SECS}), got {}",
anim.duration
);
}
/// The curve must be a no-overshoot ease-out so the card decelerates
/// cleanly into its rest position — overshoot on a rejection feels
/// jittery rather than forgiving.
#[test]
fn rejected_drag_animation_uses_responsive_curve() {
let anim = build_drag_reject_animation(
Vec2::new(640.0, 200.0),
DRAG_Z,
Vec2::new(80.0, -120.0),
0,
);
assert_eq!(
anim.curve,
MotionCurve::Responsive,
"drag-rejection tween must use Responsive (quintic ease-out) \
so the card snaps back without bouncing past the slot"
);
}
/// The `start_z` of the tween must equal the card's drop-time z
/// (`DRAG_Z`) so the card stays above the rest of the table while it
/// travels home, then settles at the correct resting z.
#[test]
fn rejected_drag_animation_lifts_from_drag_z_to_resting_z() {
let stack_index = 2_usize;
let anim = build_drag_reject_animation(
Vec2::new(640.0, 200.0),
DRAG_Z,
Vec2::new(80.0, -120.0),
stack_index,
);
assert!(
(anim.start_z - DRAG_Z).abs() < 1e-6,
"tween must start at DRAG_Z so the card stays on top during the glide"
);
let expected_end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
assert!(
(anim.end_z - expected_end_z).abs() < 1e-6,
"tween must end at the slot's resting z, got {} expected {expected_end_z}",
anim.end_z
);
}
// -----------------------------------------------------------------------
// Hint system — async port (v0.18.0+)
//
// `handle_keyboard_hint` no longer runs the solver inline; it
// spawns an `AsyncComputeTaskPool` task whose result the polling
// system in `pending_hint` turns into hint visuals one frame
// later. The behaviour contract this section pins is "pressing H
// populates `PendingHintTask`" — the spawn-to-emit pipeline is
// covered end-to-end in `pending_hint::tests`.
// -----------------------------------------------------------------------
/// Pressing H on a non-paused, non-won game with a live
/// `GameStateResource` + `LayoutResource` must populate
/// `PendingHintTask`. The polling system, exercised in
/// `pending_hint::tests`, drives the result to a visual event.
#[test]
fn pressing_h_spawns_pending_hint_task() {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
app.add_message::<InfoToastEvent>();
app.add_message::<HintVisualEvent>();
app.init_resource::<HintCycleIndex>();
app.init_resource::<HintSolverConfig>();
app.init_resource::<crate::pending_hint::PendingHintTask>();
app.init_resource::<ButtonInput<KeyCode>>();
app.insert_resource(LayoutResource(
compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true),
));
app.insert_resource(GameStateResource(GameState::new(42, DrawStockConfig::DrawOne)));
app.add_systems(Update, handle_keyboard_hint);
// Simulate the H key being pressed this frame.
{
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(KeyCode::KeyH);
input.clear();
input.press(KeyCode::KeyH);
}
app.update();
assert!(
app.world()
.resource::<crate::pending_hint::PendingHintTask>()
.is_pending(),
"pressing H must spawn an async hint task",
);
}
}
mod tests;
+707
View File
@@ -0,0 +1,707 @@
use super::*;
use crate::layout::compute_layout;
use solitaire_core::{Deck, Foundation, Rank, Suit, Tableau};
use solitaire_core::{DrawStockConfig, game_state::GameState};
fn clear_test_piles(game: &mut GameState) {
game.set_test_stock_cards(Vec::new());
game.set_test_waste_cards(Vec::new());
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
game.set_test_foundation_cards(foundation, Vec::new());
}
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
game.set_test_tableau_cards(tableau, Vec::new());
}
}
#[test]
fn dragged_card_z_matches_resting_stack_step() {
assert!((dragged_card_z(0) - DRAG_Z).abs() < 1e-6);
let step = dragged_card_z(1) - dragged_card_z(0);
assert!(
step > 0.02,
"drag step must exceed Android overlay local_z, got {step}"
);
assert!(
step + 1e-4 >= STACK_FAN_FRAC,
"drag step must stay aligned with resting stack spacing, got {step}"
);
}
#[test]
fn point_in_rect_inside_returns_true() {
let center = Vec2::new(10.0, 20.0);
let size = Vec2::new(40.0, 60.0);
assert!(point_in_rect(Vec2::new(10.0, 20.0), center, size));
assert!(point_in_rect(Vec2::new(29.0, 49.0), center, size));
assert!(point_in_rect(Vec2::new(-9.0, -9.0), center, size));
}
#[test]
fn point_in_rect_on_edge_returns_true() {
let center = Vec2::ZERO;
let size = Vec2::new(10.0, 10.0);
assert!(point_in_rect(Vec2::new(5.0, 5.0), center, size));
assert!(point_in_rect(Vec2::new(-5.0, -5.0), center, size));
}
#[test]
fn point_in_rect_outside_returns_false() {
let center = Vec2::ZERO;
let size = Vec2::new(10.0, 10.0);
assert!(!point_in_rect(Vec2::new(6.0, 0.0), center, size));
assert!(!point_in_rect(Vec2::new(0.0, 6.0), center, size));
assert!(!point_in_rect(Vec2::new(-100.0, 0.0), center, size));
}
#[test]
fn find_draggable_picks_top_of_tableau() {
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// In tableau 6, the visually topmost card is the last (face-up) one.
// Its position: base.y + fan * 6.
let top_pos = card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau7), 6);
let result = find_draggable_at(top_pos, &game, &layout).expect("hit");
assert_eq!(result.0, KlondikePile::Tableau(Tableau::Tableau7));
assert_eq!(result.1, 6);
assert_eq!(result.2.len(), 1);
}
#[test]
fn find_draggable_picks_waste_top_with_multiple_cards() {
// Reproduces the reported "drags the wrong waste card" bug: with several
// cards in the waste, clicking the visible top must pick the actual top
// (last index), not the buffer card underneath it.
let mut game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
clear_test_piles(&mut game);
let waste = vec![Card::new(Deck::Deck1, Suit::Clubs, Rank::Two),
Card::new(Deck::Deck1, Suit::Hearts, Rank::Five),
Card::new(Deck::Deck1, Suit::Spades, Rank::Nine)];
game.set_test_waste_cards(waste.clone());
let top_index = waste.len() - 1; // 2 = the visible top
let top_pos = card_position(&game, &layout, &KlondikePile::Stock, top_index);
let result = find_draggable_at(top_pos, &game, &layout).expect("waste top is draggable");
assert_eq!(result.0, KlondikePile::Stock, "origin is the waste pile");
assert_eq!(result.1, top_index, "picks the top index, not the buffer");
assert_eq!(result.2, vec![waste[top_index].clone()], "drags the top card only");
}
#[test]
fn find_draggable_picks_lone_waste_card() {
// "can't play the first card in the stock" — a waste of one card must
// still be draggable.
let mut game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
clear_test_piles(&mut game);
let card = Card::new(Deck::Deck1, Suit::Diamonds, Rank::Ace);
game.set_test_waste_cards(vec![card.clone()]);
let pos = card_position(&game, &layout, &KlondikePile::Stock, 0);
let result = find_draggable_at(pos, &game, &layout).expect("lone waste card is draggable");
assert_eq!(result.0, KlondikePile::Stock);
assert_eq!(result.1, 0);
assert_eq!(result.2, vec![card]);
}
#[test]
fn draw_three_waste_hit_test_matches_render_fan_step() {
// Regression: the Draw-Three waste hit-test must use the same fan step as
// the renderer (`card_plugin::waste_fan_step`). The previous hard-coded
// `card_size.x * 0.28` matched the renderer only on desktop (column step =
// 1.25*cw); under tighter Android-style spacing the two drift and the top
// fanned card's click target lands on the card beneath it — so dragging
// the visible top card plays the wrong one.
let mut game = GameState::new(7, DrawStockConfig::DrawThree);
let mut layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Force tight (Android-like) column spacing: ~1.03 * card_width.
let cw = layout.card_size.x;
let base = layout.pile_positions[&KlondikePile::Stock];
let t1 = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
layout.pile_positions.insert(
KlondikePile::Tableau(Tableau::Tableau2),
Vec2::new(t1.x + cw * 1.03, t1.y),
);
clear_test_piles(&mut game);
let waste = vec![
Card::new(Deck::Deck1, Suit::Clubs, Rank::Two),
Card::new(Deck::Deck1, Suit::Hearts, Rank::Five),
Card::new(Deck::Deck1, Suit::Spades, Rank::Nine),
Card::new(Deck::Deck1, Suit::Diamonds, Rank::King),
];
game.set_test_waste_cards(waste.clone());
// visible_start = len-3 = 1, so the top card sits at fan slot 2.
let top_index = waste.len() - 1;
let pos = card_position(&game, &layout, &KlondikePile::Stock, top_index);
let expected = base.x + 2.0 * waste_fan_step(&layout);
assert!(
(pos.x - expected).abs() < 1e-3,
"hit-test must use the shared waste fan step"
);
// The old fixed constant would have drifted from the renderer here.
let old = base.x + 2.0 * cw * 0.28;
assert!(
(pos.x - old).abs() > 1.0,
"shared step must differ from the old fixed step under tight spacing"
);
}
#[test]
fn find_draggable_skips_face_down_cards() {
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Tableau 6 has 7 cards: 6 face-down (indices 0..5) + 1 face-up at
// the bottom (index 6). Click at the topmost face-down card's
// position — its full body is partly visible above the fanned
// face-up card, but the iterator should skip face-down cards and
// the cursor sits above the face-up card's AABB, so the result
// is None.
let face_down_pos =
card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau7), 0);
let result = find_draggable_at(face_down_pos, &game, &layout);
assert!(result.is_none(), "face-down cards should not be draggable");
}
#[test]
fn find_draggable_hits_face_up_card_with_face_down_cards_above_it() {
// Regression test for the bug where input_plugin's hit-testing used
// a uniform 0.25 fan step but card_plugin renders face-down cards
// at 0.12 — so for any column with face-down cards above the
// face-up bottom card, clicking the visible card face missed the
// hit-test box and only the bottom strip of the card responded.
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Tableau 6 starts with 6 face-down + 1 face-up. The face-up card
// sits at base.y - 6 * TABLEAU_FACEDOWN_FAN_FRAC * card_h, NOT at
// base.y - 6 * TABLEAU_FAN_FRAC * card_h. Click the centre.
let face_up_pos =
card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau7), 6);
let result = find_draggable_at(face_up_pos, &game, &layout)
.expect("clicking the face-up card's visible centre must initiate a drag");
assert_eq!(result.0, KlondikePile::Tableau(Tableau::Tableau7));
assert_eq!(result.1, 6);
assert_eq!(result.2.len(), 1);
}
#[test]
fn find_draggable_returns_run_when_picking_mid_stack() {
// Manually construct a tableau with three face-up cards all stacked.
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let king = Card::new(D::Deck1, Suit::Spades, Rank::King);
let queen = Card::new(D::Deck1, Suit::Hearts, Rank::Queen);
let jack = Card::new(D::Deck1, Suit::Clubs, Rank::Jack);
game.set_test_tableau_cards(
Tableau::Tableau1,
vec![king, queen.clone(), jack.clone()],
);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// The Queen's geometric center (index 1) is inside the Jack's bounding box
// (Jack fans 0.5h below base; its box spans [base-h, base]). To hit the
// Queen we click in her visible strip: the 0.25h band above the Jack's top
// edge (base.y to base.y+0.25h). Midpoint = queen_center + 0.375*card_h.
let queen_center =
card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau1), 1);
let pos = queen_center + Vec2::new(0.0, layout.card_size.y * 0.375);
let (pile, start, ids) = find_draggable_at(pos, &game, &layout).expect("hit");
assert_eq!(pile, KlondikePile::Tableau(Tableau::Tableau1));
assert_eq!(start, 1);
assert_eq!(ids, vec![queen, jack]);
}
#[test]
fn find_draggable_skips_non_top_waste_card() {
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let two_spades = Card::new(D::Deck1, Suit::Spades, Rank::Two);
let three_hearts = Card::new(D::Deck1, Suit::Hearts, Rank::Three);
game.set_test_waste_cards(vec![two_spades, three_hearts.clone()]);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Both cards in waste sit at the same (x, y). Clicking should pick
// the visually top card (three_hearts), with count = 1.
let pos = card_position(&game, &layout, &KlondikePile::Stock, 0);
let (pile, start, ids) = find_draggable_at(pos, &game, &layout).expect("hit");
assert_eq!(pile, KlondikePile::Stock);
assert_eq!(start, 1);
assert_eq!(ids, vec![three_hearts]);
}
#[test]
fn find_drop_target_hits_empty_tableau_pile_marker() {
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Move all cards out of tableau 0 so its marker is the only drop area.
let mut game = game;
game.set_test_tableau_cards(Tableau::Tableau1, Vec::new());
let pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
let target = find_drop_target(
pos,
&game,
&layout,
&KlondikePile::Tableau(Tableau::Tableau7),
);
assert_eq!(target, Some(KlondikePile::Tableau(Tableau::Tableau1)));
}
#[test]
fn find_drop_target_returns_none_for_origin() {
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau4)];
let target = find_drop_target(
pos,
&game,
&layout,
&KlondikePile::Tableau(Tableau::Tableau4),
);
assert_eq!(target, None);
}
#[test]
fn pile_drop_rect_extends_for_tableau_with_cards() {
let game = GameState::new(42, DrawStockConfig::DrawOne);
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(&KlondikePile::Tableau(Tableau::Tableau7), &layout, &game);
// 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 {}",
size.y
);
}
#[test]
fn find_draggable_draw_three_waste_top_card_hit_at_fanned_position() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::GameMode};
let mut game = GameState::new_with_mode(1, DrawStockConfig::DrawThree, GameMode::Classic);
// Three waste cards; top (four_clubs) is rightmost in the fan.
let two_spades = Card::new(D::Deck1, Suit::Spades, Rank::Two);
let three_hearts = Card::new(D::Deck1, Suit::Hearts, Rank::Three);
let four_clubs = Card::new(D::Deck1, Suit::Clubs, Rank::Four);
game.set_test_waste_cards(vec![two_spades, three_hearts, four_clubs.clone()]);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let waste_base = layout.pile_positions[&KlondikePile::Stock];
// Top card (slot=2) is at base.x + 2 * 0.28 * card_width.
let top_card_x = waste_base.x + 2.0 * 0.28 * layout.card_size.x;
let cursor = Vec2::new(top_card_x, waste_base.y);
let result = find_draggable_at(cursor, &game, &layout);
assert!(
result.is_some(),
"top fanned waste card must be hittable at its visual X position"
);
let (pile, _start, ids) = result.unwrap();
assert_eq!(pile, KlondikePile::Stock);
assert_eq!(ids, vec![four_clubs], "only the top card is draggable from waste");
}
#[test]
fn find_draggable_returns_none_for_click_on_empty_pile() {
let mut game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Clear tableau 0 so it's an empty slot.
game.set_test_tableau_cards(Tableau::Tableau1, Vec::new());
let pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
let result = find_draggable_at(pos, &game, &layout);
assert!(
result.is_none(),
"clicking an empty pile must not produce a draggable"
);
}
#[test]
fn pile_drop_rect_is_card_sized_for_non_tableau() {
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
for pile in [
KlondikePile::Stock,
KlondikePile::Foundation(Foundation::Foundation3),
] {
let (_, size) = pile_drop_rect(&pile, &layout, &game);
assert_eq!(size, layout.card_size);
}
}
// -----------------------------------------------------------------------
// Task #27 — best_destination pure-function tests
// -----------------------------------------------------------------------
#[test]
fn best_destination_returns_none_when_no_legal_move() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
// Clear everything except one card that has nowhere to go.
clear_test_piles(&mut game);
// A Two of Clubs with empty foundations and empty tableau has no destination.
let card = Card::new(D::Deck1, Suit::Clubs, Rank::Two);
assert!(best_destination(&card, &game).is_none());
}
// -----------------------------------------------------------------------
// best_tableau_destination_for_stack pure-function tests
// -----------------------------------------------------------------------
#[test]
fn best_tableau_destination_for_stack_skips_source_pile() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
clear_test_piles(&mut game);
// Only tableau 0 has anything; every other column is empty.
// A King is the only card that can go on an empty tableau column.
// Source is Tableau(0), so the result must NOT be Tableau(0).
let king = Card::new(D::Deck1, Suit::Hearts, Rank::King);
game.set_test_tableau_cards(Tableau::Tableau1, vec![king.clone()]);
let result = best_tableau_destination_for_stack(
&king,
&KlondikePile::Tableau(Tableau::Tableau1),
&game,
1,
);
// Result must be some other empty tableau column, never the source.
if let Some((dest, _)) = result {
assert_ne!(dest, KlondikePile::Tableau(Tableau::Tableau1));
}
}
#[test]
fn best_tableau_destination_for_stack_returns_none_when_no_legal_move() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
clear_test_piles(&mut game);
// Source: tableau 0 has a Two of Clubs (can't go on empty pile; not a King).
// All other piles are empty — no legal tableau target.
let two_clubs = Card::new(D::Deck1, Suit::Clubs, Rank::Two);
game.set_test_tableau_cards(Tableau::Tableau1, vec![two_clubs.clone()]);
let result = best_tableau_destination_for_stack(
&two_clubs,
&KlondikePile::Tableau(Tableau::Tableau1),
&game,
1,
);
assert!(
result.is_none(),
"Two of Clubs has no legal tableau destination on empty piles"
);
}
// -----------------------------------------------------------------------
// Task #28 — find_hint pure-function tests
// -----------------------------------------------------------------------
#[test]
fn find_hint_finds_ace_to_foundation() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
// Place Ace of Clubs on top of tableau 0.
clear_test_piles(&mut game);
let ace_clubs = Card::new(D::Deck1, Suit::Clubs, Rank::Ace);
game.set_test_tableau_cards(Tableau::Tableau1, vec![ace_clubs]);
let hint = find_hint(&game);
assert!(hint.is_some(), "should find a hint");
let (from, to) = hint.unwrap();
assert_eq!(from, KlondikePile::Tableau(Tableau::Tableau1));
assert_eq!(to, KlondikePile::Foundation(Foundation::Foundation1));
}
// -----------------------------------------------------------------------
// G key fires ForfeitRequestEvent (modal-based forfeit flow)
// -----------------------------------------------------------------------
/// `handle_keyboard_forfeit` only checks `paused` and the G keypress;
/// the "is there actually a game?" gating lives in
/// `pause_plugin::handle_forfeit_request` so it can surface a
/// "No game to forfeit" toast instead of failing silently.
#[test]
fn g_key_paused_check_keeps_handler_silent_while_pause_modal_owns_input() {
// Build the system param state by hand so we don't rely on a
// full Bevy app: the assertion is that the function returns
// early on the paused branch without calling write_message.
// This is verified by the plain `if paused { return; }` shape;
// the body is small enough to inspect by reading.
// (Higher-level integration coverage lives in the pause-plugin
// tests where `forfeit_app` simulates the full flow.)
let _ = handle_keyboard_forfeit; // proves the symbol still compiles
}
// -----------------------------------------------------------------------
// all_hints / new-game window — pure-function tests added during refactor
// -----------------------------------------------------------------------
/// Pass 3 of `all_hints` should suggest drawing from the stock when there
/// are no other moves and the stock is non-empty.
#[test]
fn all_hints_suggests_draw_when_no_moves_and_stock_nonempty() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
// Remove all foundation, tableau, and waste cards so no pile-to-pile
// move exists. Leave one card in the stock.
clear_test_piles(&mut game);
// Put one card back into the stock so "draw" is a valid suggestion.
game.set_test_stock_cards(vec![Card::new(D::Deck1, Suit::Clubs, Rank::Ace)]);
let hints = all_hints(&game);
assert_eq!(hints.len(), 1, "exactly one hint: draw from stock");
let (from, to) = &hints[0];
assert_eq!(*from, KlondikePile::Stock, "hint must come from Stock");
assert_eq!(*to, KlondikePile::Stock, "hint must point to Waste");
}
// `all_hints` must be empty when both stock and waste are empty and no
// pile-to-pile move exists — the game is truly stuck.
// -----------------------------------------------------------------------
// Drag-rejection return tween — `CardAnimation` replaces the legacy
// `ShakeAnim` on the dragged cards. The audio cue
// (`card_invalid.wav` via `MoveRejectedEvent`) is unchanged; only the
// visual response on the dragged cards swapped from a horizontal wiggle
// to a smooth ease-out glide back to the origin pile.
//
// These tests build the component values exactly as `end_drag` and
// `touch_end_drag` would, then assert the resulting `CardAnimation` is
// shaped correctly. Driving `end_drag` end-to-end requires a real window
// and mouse-button input, so we exercise the data path the same way the
// legacy `ShakeAnim` tests did.
// -----------------------------------------------------------------------
/// Helper: build the `CardAnimation` the rejection paths construct for
/// one dragged card. Mirrors the inline logic in `end_drag` and
/// `touch_end_drag` so the tests stay in sync with the production code.
fn build_drag_reject_animation(
drag_pos: Vec2,
drag_z: f32,
target_pos: Vec2,
stack_index: usize,
) -> CardAnimation {
let end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
CardAnimation::slide(drag_pos, drag_z, target_pos, end_z, MotionCurve::Responsive)
.with_duration(MOTION_DRAG_REJECT_SECS)
}
/// Every card in `drag.cards` should receive its own `CardAnimation` on
/// rejection. With the shake → tween migration, the assertion changes
/// from "every dragged card gets a ShakeAnim" to "every dragged card
/// gets a CardAnimation" — same coverage, new component.
#[test]
fn rejected_drag_inserts_card_animation_on_each_dragged_card() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
// Simulate a stack drag of two cards.
let dragged_cards: Vec<Card> = vec![
Card::new(D::Deck1, Suit::Hearts, Rank::King),
Card::new(D::Deck1, Suit::Spades, Rank::Queen),
];
let mut animated: Vec<Card> = Vec::new();
for card in &dragged_cards {
// In `end_drag` we iterate `drag.cards` and look up each card in
// `card_entities`. The cards we would insert a `CardAnimation` on
// must exactly match the dragged set.
animated.push(card.clone());
}
assert_eq!(
animated, dragged_cards,
"every card in drag.cards must receive a CardAnimation on rejection"
);
}
/// The `end` field of the inserted tween must equal the card's resting
/// slot in its origin pile — the position the card belongs at after a
/// rejected drop. Without this, the tween would glide to the wrong spot
/// and `sync_cards` would have to fight it back.
#[test]
fn rejected_drag_animation_targets_origin_resting_position() {
let drag_pos = Vec2::new(640.0, 200.0); // somewhere mid-screen
let target_pos = Vec2::new(123.5, -50.0); // origin pile slot
let anim =
build_drag_reject_animation(drag_pos, DRAG_Z, target_pos, /* stack_index */ 3);
assert!(
(anim.end - target_pos).length() < 1e-6,
"CardAnimation.end must match the origin slot's resting position. \
Expected {target_pos:?}, got {:?}",
anim.end
);
}
/// The `start` field of the inserted tween must equal the card's
/// drop-time transform position — i.e. wherever the cursor or finger
/// released the card. This is what makes the glide feel like a
/// continuous return rather than a teleport-then-shake.
#[test]
fn rejected_drag_animation_starts_from_drag_position() {
let drag_pos = Vec2::new(640.0, 200.0);
let target_pos = Vec2::new(80.0, -120.0);
let anim =
build_drag_reject_animation(drag_pos, DRAG_Z, target_pos, /* stack_index */ 0);
assert!(
(anim.start - drag_pos).length() < 1e-6,
"CardAnimation.start must match the drop-time transform position \
(where the cursor released). Expected {drag_pos:?}, got {:?}",
anim.start
);
// And the start must be visibly distinct from the origin slot — the
// whole point of the tween is that it visibly travels.
assert!(
(anim.start - anim.end).length() > 1.0,
"rejected drag should travel a visible distance, got start={:?} end={:?}",
anim.start,
anim.end
);
}
/// The tween duration is taken from the project-wide motion token so
/// designers can retune the feel from one place. Keeps the constant and
/// the call site honest.
#[test]
fn rejected_drag_animation_uses_correct_duration() {
let anim = build_drag_reject_animation(
Vec2::new(640.0, 200.0),
DRAG_Z,
Vec2::new(80.0, -120.0),
0,
);
assert!(
(anim.duration - MOTION_DRAG_REJECT_SECS).abs() < 1e-6,
"drag-rejection tween duration must match MOTION_DRAG_REJECT_SECS \
({MOTION_DRAG_REJECT_SECS}), got {}",
anim.duration
);
}
/// The curve must be a no-overshoot ease-out so the card decelerates
/// cleanly into its rest position — overshoot on a rejection feels
/// jittery rather than forgiving.
#[test]
fn rejected_drag_animation_uses_responsive_curve() {
let anim = build_drag_reject_animation(
Vec2::new(640.0, 200.0),
DRAG_Z,
Vec2::new(80.0, -120.0),
0,
);
assert_eq!(
anim.curve,
MotionCurve::Responsive,
"drag-rejection tween must use Responsive (quintic ease-out) \
so the card snaps back without bouncing past the slot"
);
}
/// The `start_z` of the tween must equal the card's drop-time z
/// (`DRAG_Z`) so the card stays above the rest of the table while it
/// travels home, then settles at the correct resting z.
#[test]
fn rejected_drag_animation_lifts_from_drag_z_to_resting_z() {
let stack_index = 2_usize;
let anim = build_drag_reject_animation(
Vec2::new(640.0, 200.0),
DRAG_Z,
Vec2::new(80.0, -120.0),
stack_index,
);
assert!(
(anim.start_z - DRAG_Z).abs() < 1e-6,
"tween must start at DRAG_Z so the card stays on top during the glide"
);
let expected_end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
assert!(
(anim.end_z - expected_end_z).abs() < 1e-6,
"tween must end at the slot's resting z, got {} expected {expected_end_z}",
anim.end_z
);
}
// -----------------------------------------------------------------------
// Hint system — async port (v0.18.0+)
//
// `handle_keyboard_hint` no longer runs the solver inline; it
// spawns an `AsyncComputeTaskPool` task whose result the polling
// system in `pending_hint` turns into hint visuals one frame
// later. The behaviour contract this section pins is "pressing H
// populates `PendingHintTask`" — the spawn-to-emit pipeline is
// covered end-to-end in `pending_hint::tests`.
// -----------------------------------------------------------------------
/// Pressing H on a non-paused, non-won game with a live
/// `GameStateResource` + `LayoutResource` must populate
/// `PendingHintTask`. The polling system, exercised in
/// `pending_hint::tests`, drives the result to a visual event.
#[test]
fn pressing_h_spawns_pending_hint_task() {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
app.add_message::<InfoToastEvent>();
app.add_message::<HintVisualEvent>();
app.init_resource::<HintCycleIndex>();
app.init_resource::<HintSolverConfig>();
app.init_resource::<crate::pending_hint::PendingHintTask>();
app.init_resource::<ButtonInput<KeyCode>>();
app.insert_resource(LayoutResource(
compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true),
));
app.insert_resource(GameStateResource(GameState::new(42, DrawStockConfig::DrawOne)));
app.add_systems(Update, handle_keyboard_hint);
// Simulate the H key being pressed this frame.
{
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(KeyCode::KeyH);
input.clear();
input.press(KeyCode::KeyH);
}
app.update();
assert!(
app.world()
.resource::<crate::pending_hint::PendingHintTask>()
.is_pending(),
"pressing H must spawn an async hint task",
);
}
+27 -13
View File
@@ -191,10 +191,12 @@ fn apply_safe_area_to_modal_scrims(
/// 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.
/// and resets `SafeAreaPollTries` (the cached `SafeAreaInsets` keep their
/// last-known values), causing `refresh_insets` to re-poll JNI over the next
/// few frames. If the insets changed while backgrounded, `on_safe_area_changed`
/// in `table_plugin` emits a second synthetic `WindowResized` and the layout
/// converges to the right position; if they didn't, nothing is rewritten and
/// the layout stays put.
///
/// 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
@@ -232,9 +234,14 @@ mod android {
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.
/// reading, then settles until [`rearm_on_resumed`] re-arms it on the
/// next foreground resume — insets can change while backgrounded
/// (rotation, fold/unfold, gesture ↔ 3-button nav). The poll counter
/// (not `insets.is_populated()`) gates the loop, so a re-armed cycle
/// re-queries JNI even though cached values are already populated.
/// `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 poll: ResMut<SafeAreaPollTries>,
@@ -243,18 +250,25 @@ mod android {
// devices that genuinely report zero insets.
const MAX_TRIES: u32 = 120; // ~2 seconds @ 60 fps
if poll.0 >= MAX_TRIES || insets.is_populated() {
if poll.0 >= MAX_TRIES {
return;
}
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, poll.0
);
*insets = v;
if *insets != v {
info!(
"safe_area: insets resolved top={} bottom={} left={} right={} (after {} frames)",
v.top, v.bottom, v.left, v.right, poll.0
);
*insets = v;
}
// Settled for this poll cycle; `rearm_on_resumed` re-arms on
// the next resume. Writing `insets` only on an actual change
// keeps resource change detection (and the relayout it
// triggers) quiet on resumes where nothing moved.
poll.0 = MAX_TRIES;
}
Ok(_) => {
// Layout not ready yet; try again next frame.
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,627 @@
//! Input handling for the Settings panel: button presses, keyboard
//! accelerators, focus attachment, and scrolling.
use super::*;
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::ui::{ComputedNode, UiGlobalTransform};
use solitaire_core::DrawStockConfig;
use solitaire_data::{
AnimSpeed, REPLAY_MOVE_INTERVAL_STEP_SECS, TIME_BONUS_MULTIPLIER_STEP, TOOLTIP_DELAY_STEP_SECS,
settings::Theme,
};
use crate::events::{
DeleteAccountRequestEvent, InfoToastEvent, ManualSyncRequestEvent, SyncConfigureRequestEvent,
SyncLogoutRequestEvent, ToggleSettingsRequestEvent,
};
use crate::ui_focus::{FocusGroup, Focusable, FocusedButton};
use crate::ui_modal::{ModalButton, ModalScrim};
use crate::ui_theme::SPACE_2;
pub(super) fn handle_volume_keys(
keys: Res<ButtonInput<KeyCode>>,
mut settings: ResMut<SettingsResource>,
path: Res<SettingsStoragePath>,
mut changed: MessageWriter<SettingsChangedEvent>,
mut toast: MessageWriter<InfoToastEvent>,
) {
let mut delta = 0.0_f32;
if keys.just_pressed(KeyCode::BracketLeft) {
delta -= SFX_STEP;
}
if keys.just_pressed(KeyCode::BracketRight) {
delta += SFX_STEP;
}
if delta == 0.0 {
return;
}
let before = settings.0.sfx_volume;
let after = settings.0.adjust_sfx_volume(delta);
if (before - after).abs() < f32::EPSILON {
return;
}
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
toast.write(InfoToastEvent(format!(
"SFX volume: {}%",
(after * 100.0).round() as i32
)));
}
/// Opens or closes the Settings panel — `O` keyboard accelerator or
/// `ToggleSettingsRequestEvent` from the HUD Menu popover.
pub(super) fn toggle_settings_screen(
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<ToggleSettingsRequestEvent>,
mut screen: ResMut<SettingsScreen>,
) {
let button_clicked = requests.read().count() > 0;
if keys.just_pressed(KeyCode::KeyO) || button_clicked {
screen.0 = !screen.0;
}
}
/// Reacts to button presses inside the Settings panel.
#[allow(clippy::too_many_arguments, clippy::type_complexity)]
pub(super) fn handle_settings_buttons(
interaction_query: Query<(&Interaction, &SettingsButton), Changed<Interaction>>,
mut settings: ResMut<SettingsResource>,
mut screen: ResMut<SettingsScreen>,
path: Res<SettingsStoragePath>,
mut changed: MessageWriter<SettingsChangedEvent>,
mut sfx_text: Query<
&mut Text,
(
With<SfxVolumeText>,
Without<MusicVolumeText>,
Without<DrawModeText>,
Without<ThemeText>,
Without<AnimSpeedText>,
Without<ColorBlindText>,
Without<HighContrastText>,
Without<ReduceMotionText>,
),
>,
mut music_text: Query<
&mut Text,
(
With<MusicVolumeText>,
Without<SfxVolumeText>,
Without<DrawModeText>,
Without<ThemeText>,
Without<AnimSpeedText>,
Without<ColorBlindText>,
Without<HighContrastText>,
Without<ReduceMotionText>,
),
>,
mut draw_text: Query<
&mut Text,
(
With<DrawModeText>,
Without<SfxVolumeText>,
Without<MusicVolumeText>,
Without<ThemeText>,
Without<AnimSpeedText>,
Without<ColorBlindText>,
Without<HighContrastText>,
Without<ReduceMotionText>,
),
>,
mut theme_text: Query<
&mut Text,
(
With<ThemeText>,
Without<SfxVolumeText>,
Without<MusicVolumeText>,
Without<DrawModeText>,
Without<AnimSpeedText>,
Without<ColorBlindText>,
Without<HighContrastText>,
Without<ReduceMotionText>,
),
>,
mut anim_speed_text: Query<
&mut Text,
(
With<AnimSpeedText>,
Without<SfxVolumeText>,
Without<MusicVolumeText>,
Without<DrawModeText>,
Without<ThemeText>,
Without<ColorBlindText>,
Without<HighContrastText>,
Without<ReduceMotionText>,
),
>,
mut color_blind_text: Query<
&mut Text,
(
With<ColorBlindText>,
Without<SfxVolumeText>,
Without<MusicVolumeText>,
Without<DrawModeText>,
Without<ThemeText>,
Without<AnimSpeedText>,
Without<HighContrastText>,
Without<ReduceMotionText>,
),
>,
mut high_contrast_text: Query<
&mut Text,
(
With<HighContrastText>,
Without<SfxVolumeText>,
Without<MusicVolumeText>,
Without<DrawModeText>,
Without<ThemeText>,
Without<AnimSpeedText>,
Without<ColorBlindText>,
Without<ReduceMotionText>,
),
>,
mut reduce_motion_text: Query<
&mut Text,
(
With<ReduceMotionText>,
Without<SfxVolumeText>,
Without<MusicVolumeText>,
Without<DrawModeText>,
Without<ThemeText>,
Without<AnimSpeedText>,
Without<ColorBlindText>,
Without<HighContrastText>,
),
>,
) {
for (interaction, button) in &interaction_query {
if *interaction != Interaction::Pressed {
continue;
}
match button {
SettingsButton::SfxDown => {
let before = settings.0.sfx_volume;
let after = settings.0.adjust_sfx_volume(-SFX_STEP);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = sfx_text.single_mut() {
**t = format!("{after:.2}");
}
}
}
SettingsButton::SfxUp => {
let before = settings.0.sfx_volume;
let after = settings.0.adjust_sfx_volume(SFX_STEP);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = sfx_text.single_mut() {
**t = format!("{after:.2}");
}
}
}
SettingsButton::MusicDown => {
let before = settings.0.music_volume;
let after = settings.0.adjust_music_volume(-SFX_STEP);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = music_text.single_mut() {
**t = format!("{after:.2}");
}
}
}
SettingsButton::MusicUp => {
let before = settings.0.music_volume;
let after = settings.0.adjust_music_volume(SFX_STEP);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = music_text.single_mut() {
**t = format!("{after:.2}");
}
}
}
SettingsButton::ToggleDrawMode => {
settings.0.draw_mode = match settings.0.draw_mode {
DrawStockConfig::DrawOne => DrawStockConfig::DrawThree,
DrawStockConfig::DrawThree => DrawStockConfig::DrawOne,
};
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = draw_text.single_mut() {
**t = draw_mode_label(&settings.0.draw_mode);
}
}
SettingsButton::CycleAnimSpeed => {
settings.0.animation_speed = match settings.0.animation_speed {
AnimSpeed::Normal => AnimSpeed::Fast,
AnimSpeed::Fast => AnimSpeed::Instant,
AnimSpeed::Instant => AnimSpeed::Normal,
};
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = anim_speed_text.single_mut() {
**t = anim_speed_label(&settings.0.animation_speed);
}
}
SettingsButton::TooltipDelayDown => {
let before = settings.0.tooltip_delay_secs;
let after = settings.0.adjust_tooltip_delay(-TOOLTIP_DELAY_STEP_SECS);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
// The Text node is refreshed by `update_tooltip_delay_text`
// on the next frame via `settings.is_changed()`.
}
}
SettingsButton::TooltipDelayUp => {
let before = settings.0.tooltip_delay_secs;
let after = settings.0.adjust_tooltip_delay(TOOLTIP_DELAY_STEP_SECS);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
}
}
SettingsButton::TimeBonusDown => {
let before = settings.0.time_bonus_multiplier;
let after = settings
.0
.adjust_time_bonus_multiplier(-TIME_BONUS_MULTIPLIER_STEP);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
// The Text node is refreshed by
// `update_time_bonus_multiplier_text` on the next
// frame via `settings.is_changed()`.
}
}
SettingsButton::TimeBonusUp => {
let before = settings.0.time_bonus_multiplier;
let after = settings
.0
.adjust_time_bonus_multiplier(TIME_BONUS_MULTIPLIER_STEP);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
}
}
SettingsButton::ReplayMoveIntervalDown => {
let before = settings.0.replay_move_interval_secs;
let after = settings
.0
.adjust_replay_move_interval(-REPLAY_MOVE_INTERVAL_STEP_SECS);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
// The Text node is refreshed by
// `update_replay_move_interval_text` on the next
// frame via `settings.is_changed()`.
}
}
SettingsButton::ReplayMoveIntervalUp => {
let before = settings.0.replay_move_interval_secs;
let after = settings
.0
.adjust_replay_move_interval(REPLAY_MOVE_INTERVAL_STEP_SECS);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
}
}
SettingsButton::ToggleTheme => {
settings.0.theme = match settings.0.theme {
Theme::Green => Theme::Blue,
Theme::Blue => Theme::Dark,
Theme::Dark => Theme::Green,
};
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = theme_text.single_mut() {
**t = theme_label(&settings.0.theme);
}
}
SettingsButton::ToggleColorBlind => {
settings.0.color_blind_mode = !settings.0.color_blind_mode;
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = color_blind_text.single_mut() {
**t = color_blind_label(settings.0.color_blind_mode);
}
}
SettingsButton::ToggleHighContrast => {
settings.0.high_contrast_mode = !settings.0.high_contrast_mode;
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = high_contrast_text.single_mut() {
**t = on_off_label(settings.0.high_contrast_mode);
}
}
SettingsButton::ToggleReduceMotion => {
settings.0.reduce_motion_mode = !settings.0.reduce_motion_mode;
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = reduce_motion_text.single_mut() {
**t = on_off_label(settings.0.reduce_motion_mode);
}
}
SettingsButton::ToggleTouchInputMode => {
use solitaire_data::settings::TouchInputMode;
settings.0.touch_input_mode = match settings.0.touch_input_mode {
TouchInputMode::OneTap => TouchInputMode::TapToSelect,
TouchInputMode::TapToSelect => TouchInputMode::OneTap,
};
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
// Text refreshed by `update_touch_input_mode_text` next frame.
}
SettingsButton::ToggleWinnableDealsOnly => {
settings.0.winnable_deals_only = !settings.0.winnable_deals_only;
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
// The Text node is refreshed by `update_winnable_deals_only_text`
// on the next frame via `settings.is_changed()`.
}
SettingsButton::ToggleAnalytics => {
settings.0.analytics_enabled = !settings.0.analytics_enabled;
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
// Text refreshed by `update_analytics_enabled_text` next frame.
}
SettingsButton::ToggleSmartDefaultSize => {
settings.0.disable_smart_default_size = !settings.0.disable_smart_default_size;
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
// The Text node is refreshed by
// `update_smart_default_size_text` next frame. The
// sizer system is gated only at startup, so flipping
// this mid-session takes effect on the next launch —
// documented on the field in `solitaire_data::Settings`.
}
SettingsButton::SelectCardBack(idx) => {
settings.0.selected_card_back = *idx;
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
}
SettingsButton::SelectBackground(idx) => {
settings.0.selected_background = *idx;
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
}
SettingsButton::SelectTheme(theme_id) => {
if settings.0.selected_theme_id != *theme_id {
settings.0.selected_theme_id = theme_id.clone();
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
}
}
#[cfg(not(target_arch = "wasm32"))]
SettingsButton::ScanThemes => {
// Handled by `handle_scan_themes`.
}
SettingsButton::SyncNow
| SettingsButton::ConnectSync
| SettingsButton::DisconnectSync
| SettingsButton::DeleteAccount => {
// Handled by `handle_sync_buttons`.
}
SettingsButton::Done => {
screen.0 = false;
}
}
}
}
/// Handles sync-related settings buttons: Sync Now, Connect, Disconnect,
/// and Delete Account. Split from `handle_settings_buttons` to stay within
/// Bevy's 16-parameter system limit.
pub(super) fn handle_sync_buttons(
interaction_query: Query<(&Interaction, &SettingsButton), Changed<Interaction>>,
mut manual_sync: MessageWriter<ManualSyncRequestEvent>,
mut configure_sync: MessageWriter<SyncConfigureRequestEvent>,
mut logout_sync: MessageWriter<SyncLogoutRequestEvent>,
mut delete_account: MessageWriter<DeleteAccountRequestEvent>,
mut screen: ResMut<SettingsScreen>,
) {
for (interaction, button) in &interaction_query {
if *interaction != Interaction::Pressed {
continue;
}
match button {
SettingsButton::SyncNow => {
manual_sync.write(ManualSyncRequestEvent);
}
SettingsButton::ConnectSync => {
// Close settings before the sync-setup modal opens so the
// guard in open_sync_setup_modal doesn't block on our own scrim.
screen.0 = false;
configure_sync.write(SyncConfigureRequestEvent);
}
SettingsButton::DisconnectSync => {
logout_sync.write(SyncLogoutRequestEvent);
}
SettingsButton::DeleteAccount => {
delete_account.write(DeleteAccountRequestEvent);
}
_ => {}
}
}
}
/// Auto-attaches [`Focusable`] to every bespoke Settings button — icon
/// buttons (volume +/, toggle, cycle), swatch buttons (card-back,
/// background pickers), and the "Sync Now" button. The "Done" button is
/// already tagged by `attach_focusable_to_modal_buttons` (it carries
/// [`ModalButton`]) and is filtered out here.
///
/// Walks ancestors via [`ChildOf`] to find the [`ModalScrim`] that owns
/// the panel so the new [`Focusable`]'s group is bound to that scrim —
/// same defensive shape as the Phase 1 / 2 attach systems.
#[allow(clippy::type_complexity)]
pub(super) fn attach_focusable_to_settings_buttons(
mut commands: Commands,
new_buttons: Query<
(Entity, &SettingsButton),
(With<Button>, Without<Focusable>, Without<ModalButton>),
>,
parents: Query<&ChildOf>,
scrims: Query<(), With<ModalScrim>>,
) {
for (button, settings_button) in &new_buttons {
let mut current = button;
let mut scrim_entity: Option<Entity> = None;
for _ in 0..32 {
if scrims.get(current).is_ok() {
scrim_entity = Some(current);
break;
}
match parents.get(current) {
Ok(parent) => current = parent.parent(),
Err(_) => break,
}
}
if let Some(scrim) = scrim_entity {
commands.entity(button).insert(Focusable {
group: FocusGroup::Modal(scrim),
order: settings_button.focus_order(),
});
}
}
}
/// Vertical padding (logical px) added around the focused button when
/// scrolling it into view. Keeps the focus ring's halo visible above /
/// below the viewport edge.
const FOCUS_SCROLL_PADDING: f32 = SPACE_2;
/// When the focused entity sits outside the visible Settings scroll
/// viewport, adjust the viewport's [`ScrollPosition`] so the button is
/// fully visible. No-op when:
///
/// - `FocusedButton` is `None`
/// - the focused entity has no [`UiGlobalTransform`] / [`ComputedNode`]
/// (e.g. a freshly-spawned modal hasn't laid out yet)
/// - the focused entity is not a descendant of the
/// [`SettingsPanelScrollable`] container
///
/// The viewport's visible Y range is `[scroll_y, scroll_y +
/// viewport_height]` in physical pixels (matching `ComputedNode.size`).
/// The focused button's vertical extent is computed from its
/// `UiGlobalTransform.translation.y` (centre, physical) ± half its
/// `ComputedNode.size.y`. Because the scroll container's local
/// coordinates run [0, content_height] and the visible window is
/// [scroll_y, scroll_y + viewport], we convert the button's window-
/// space Y to container-local Y by subtracting the container's window-
/// space top and adding the current scroll offset.
#[allow(clippy::type_complexity)]
pub(super) fn scroll_focus_into_view(
focused: Res<FocusedButton>,
parents: Query<&ChildOf>,
nodes: Query<(&UiGlobalTransform, &ComputedNode)>,
mut containers: Query<
(&mut ScrollPosition, &UiGlobalTransform, &ComputedNode),
With<SettingsPanelScrollable>,
>,
) {
let Some(target) = focused.0 else { return };
// Gather button geometry.
let Ok((target_transform, target_node)) = nodes.get(target) else {
return;
};
// Walk ancestors looking for the scroll container. Bounded to keep
// a malformed hierarchy from hanging the system.
let mut current = target;
let mut container_entity: Option<Entity> = None;
for _ in 0..32 {
if containers.get(current).is_ok() {
container_entity = Some(current);
break;
}
match parents.get(current) {
Ok(parent) => current = parent.parent(),
Err(_) => break,
}
}
let Some(container) = container_entity else {
return;
};
let Ok((mut scroll, container_transform, container_node)) = containers.get_mut(container)
else {
return;
};
// Geometry is reported in physical pixels by `ComputedNode.size` and
// `UiGlobalTransform.translation`. `ScrollPosition` is in logical px,
// so convert via `inverse_scale_factor` before we write.
let inv = target_node.inverse_scale_factor;
let target_height = target_node.size().y;
let target_centre_y = target_transform.translation.y;
let target_top = target_centre_y - target_height * 0.5;
let target_bottom = target_centre_y + target_height * 0.5;
let container_height = container_node.size().y;
let container_top = container_transform.translation.y - container_height * 0.5;
// Convert button window-space Y to container-local Y. The container
// is currently scrolled by `scroll.0.y` *logical* pixels — multiply
// by physical-per-logical to compare with physical pixel extents.
let scroll_phys = scroll.0.y / inv.max(f32::EPSILON);
let viewport_top = container_top + scroll_phys;
let viewport_bottom = viewport_top + container_height;
// Layout may not have run yet (zero size on first frame) — no
// sensible scroll target until the container has dimensions.
if container_height <= 0.0 {
return;
}
let pad_phys = FOCUS_SCROLL_PADDING / inv.max(f32::EPSILON);
if target_top < viewport_top {
// Button extends above the viewport — scroll up.
let new_top = target_top - pad_phys;
let delta = new_top - viewport_top;
scroll.0.y = ((scroll_phys + delta) * inv).max(0.0);
} else if target_bottom > viewport_bottom {
// Button extends below the viewport — scroll down.
let new_bottom = target_bottom + pad_phys;
let delta = new_bottom - viewport_bottom;
scroll.0.y = ((scroll_phys + delta) * inv).max(0.0);
}
}
/// Scrolls the settings panel inner card in response to mouse-wheel events.
///
/// `offset_y` increases downward (0 = top of content). Scrolling down (ev.y < 0)
/// adds to the offset; scrolling up subtracts. Clamped to >= 0 so it never
/// scrolls past the top.
pub(super) fn scroll_settings_panel(
mut scroll_evr: MessageReader<MouseWheel>,
screen: Res<SettingsScreen>,
mut scrollables: Query<&mut ScrollPosition, With<SettingsPanelScrollable>>,
) {
if !screen.0 {
scroll_evr.clear();
return;
}
let delta_y: f32 = scroll_evr
.read()
.map(|ev| match ev.unit {
MouseScrollUnit::Line => ev.y * 50.0,
MouseScrollUnit::Pixel => ev.y,
})
.sum();
if delta_y == 0.0 {
return;
}
for mut sp in scrollables.iter_mut() {
sp.0.y = (sp.0.y - delta_y).max(0.0);
}
}
// ---------------------------------------------------------------------------
// Window geometry persistence
// ---------------------------------------------------------------------------
+558
View File
@@ -0,0 +1,558 @@
//! Persists `solitaire_data::Settings`, exposes hotkeys for live tuning,
//! and renders a Bevy UI Settings panel.
//!
//! Hotkeys (always active, no overlay required):
//! - `[` — decrease SFX volume by `SFX_STEP`
//! - `]` — increase SFX volume by `SFX_STEP`
//! - `O` — open / close the Settings panel
//!
//! On change, the plugin persists `settings.json` and fires
//! `SettingsChangedEvent` so dependents (e.g. `AudioPlugin`) can react.
use std::path::PathBuf;
use bevy::input::mouse::MouseWheel;
use bevy::prelude::*;
use bevy::window::{WindowMoved, WindowResized};
use solitaire_data::{
Settings, WindowGeometry, load_settings_from, save_settings_to, settings_file_path,
};
use crate::events::{
DeleteAccountRequestEvent, InfoToastEvent, ManualSyncRequestEvent, SyncConfigureRequestEvent,
SyncLogoutRequestEvent, ToggleSettingsRequestEvent,
};
use crate::resources::SettingsScrollPos;
use crate::theme::ThemeThumbnailPair;
mod input;
mod ui;
mod updates;
use input::*;
use ui::*;
use updates::*;
/// Side length of a swatch button in the card-back / background pickers.
/// Smaller than the smallest spacing rung so it stays a literal.
const SWATCH_PX: f32 = 40.0;
/// Side length of a small toggle / cycle button (e.g. the "⇄" affordances).
/// Sub-rung sizing — kept as a literal, see SWATCH_PX. 32 px meets the
/// minimum desktop hit-target threshold while staying smaller than `SWATCH_PX`.
const ICON_BUTTON_PX: f32 = 32.0;
/// Volume adjustment step applied by the `[` / `]` hotkeys.
pub const SFX_STEP: f32 = 0.1;
/// Bevy resource wrapping the current `Settings`.
#[derive(Resource, Debug, Clone)]
pub struct SettingsResource(pub Settings);
/// Persistence path for `SettingsResource`. `None` disables I/O (used in tests).
#[derive(Resource, Debug, Clone)]
pub struct SettingsStoragePath(pub Option<PathBuf>);
/// Whether the Settings panel is currently visible. Toggle with `O`.
#[derive(Resource, Debug, Clone, Default)]
pub struct SettingsScreen(pub bool);
/// Debounce window for persisting window-geometry changes, in seconds.
///
/// `WindowResized` and `WindowMoved` fire continuously during a resize/
/// move drag, so writing to disk on every event would thrash the file
/// system. Instead the geometry-watch system records the pending value
/// and waits this long after the *last* event before saving.
pub const WINDOW_GEOMETRY_DEBOUNCE_SECS: f32 = 0.5;
/// Tracks a pending window-geometry change so the saver can debounce
/// `WindowResized` / `WindowMoved` storms during a resize / move drag.
#[derive(Resource, Debug, Default, Clone, Copy)]
pub struct PendingWindowGeometry {
/// Most recent observed geometry. `None` when nothing is pending.
pub geometry: Option<WindowGeometry>,
/// `Time::elapsed_secs()` value at which `geometry` was last updated.
pub last_changed_secs: f32,
}
/// Fired whenever settings change so consumers (audio, UI) can react.
#[derive(Message, Debug, Clone)]
pub struct SettingsChangedEvent(pub Settings);
/// Marker on the root Settings panel entity.
#[derive(Component, Debug)]
pub struct SettingsPanel;
/// Marks the `Text` node showing the live SFX volume value.
#[derive(Component, Debug)]
struct SfxVolumeText;
/// Marks the `Text` node showing the live music volume value.
#[derive(Component, Debug)]
struct MusicVolumeText;
/// Marks the `Text` node showing the current draw mode.
#[derive(Component, Debug)]
struct DrawModeText;
/// Marks the `Text` node showing the current theme.
#[derive(Component, Debug)]
struct ThemeText;
/// Marks the `Text` node showing the live sync status.
#[derive(Component, Debug)]
struct SyncStatusText;
/// Marks the `Text` node showing the active card-back index.
#[derive(Component, Debug)]
struct CardBackText;
/// Marks the `Text` node showing the current animation speed.
#[derive(Component, Debug)]
struct AnimSpeedText;
/// Marks the `Text` node showing the active background index.
#[derive(Component, Debug)]
struct BackgroundText;
/// Marks the `Text` node showing the current color-blind mode state.
#[derive(Component, Debug)]
struct ColorBlindText;
/// Marks the `Text` node showing the current high-contrast mode state.
#[derive(Component, Debug)]
struct HighContrastText;
/// Marks the `Text` node showing the current reduce-motion mode state.
#[derive(Component, Debug)]
struct ReduceMotionText;
/// Marks the `Text` node showing the current touch input mode state.
#[derive(Component, Debug)]
struct TouchInputModeText;
/// Marks the `Text` node showing the live tooltip-delay value.
#[derive(Component, Debug)]
struct TooltipDelayText;
/// Marks the `Text` node showing the live time-bonus-multiplier value.
#[derive(Component, Debug)]
struct TimeBonusMultiplierText;
/// Marks the `Text` node showing the live replay-playback per-move
/// interval value. The Gameplay-section row beside this label lets the
/// player tune `Settings::replay_move_interval_secs`.
#[derive(Component, Debug)]
struct ReplayMoveIntervalText;
/// Marks the `Text` node showing the current "Winnable deals only"
/// state ("ON" / "OFF") in the Gameplay section.
#[derive(Component, Debug)]
struct WinnableDealsOnlyText;
/// Marks the `Text` node showing the current "Smart window size"
/// state ("ON" / "OFF") in the Gameplay section. The flag is stored
/// negatively in `Settings::disable_smart_default_size`, so the
/// label inverts: "ON" = smart sizing enabled (the default).
#[derive(Component, Debug)]
struct SmartDefaultSizeText;
/// Marks the `Text` node showing the current "Share usage data" (analytics)
/// state ("ON" / "OFF") in the Privacy section.
#[derive(Component, Debug)]
struct AnalyticsEnabledText;
/// Marks the scrollable inner card so the mouse-wheel system can target it.
#[derive(Component, Debug)]
struct SettingsPanelScrollable;
/// Marks the scrollable inner card so its `ScrollPosition` can be read before despawn.
#[derive(Component, Debug)]
struct SettingsScrollNode;
/// Snapshot row used by [`spawn_settings_panel`] to render the card-art
/// theme picker. Carries the `ThemeRegistry` entry's display fields plus
/// the (optional) thumbnail pair from [`ThemeThumbnailCache`]. A `None`
/// thumbnail means the picker should render a placeholder swatch — used
/// when the cache hasn't generated handles yet, or when a user theme
/// is missing one of the required preview SVGs.
#[derive(Debug, Clone)]
struct ThemePickerEntry {
/// Stable theme id (matches `ThemeMeta::id`).
id: String,
/// Player-facing label.
display_name: String,
/// Pre-generated picker preview pair, when ready. `None` collapses
/// the chip to its plain-text fallback.
thumbnails: Option<ThemeThumbnailPair>,
}
/// Tags interactive buttons inside the Settings panel.
#[derive(Component, Debug)]
enum SettingsButton {
SfxDown,
SfxUp,
MusicDown,
MusicUp,
ToggleDrawMode,
CycleAnimSpeed,
/// Decrement the tooltip-hover dwell delay by one step.
TooltipDelayDown,
/// Increment the tooltip-hover dwell delay by one step.
TooltipDelayUp,
/// Decrement the cosmetic time-bonus multiplier by one step.
TimeBonusDown,
/// Increment the cosmetic time-bonus multiplier by one step.
TimeBonusUp,
/// Decrement the replay-playback per-move interval by one step
/// (i.e. speed playback up).
ReplayMoveIntervalDown,
/// Increment the replay-playback per-move interval by one step
/// (i.e. slow playback down).
ReplayMoveIntervalUp,
ToggleTheme,
ToggleColorBlind,
/// Toggle the [`Settings::high_contrast_mode`] flag — boosts
/// foreground / suit-red glyphs to higher-luminance variants per
/// `design-system.md` §Accessibility (#2).
ToggleHighContrast,
/// Toggle the [`Settings::reduce_motion_mode`] flag — suppresses
/// non-essential motion (card-slide animations become instant
/// snaps) per `design-system.md` §Accessibility (#3).
ToggleReduceMotion,
/// Toggle [`Settings::touch_input_mode`] between `OneTap`
/// (auto-move on tap, default) and `TapToSelect` (first tap selects
/// a card/stack, second tap on a target pile moves it).
ToggleTouchInputMode,
/// Toggle the [`Settings::winnable_deals_only`] flag. When on, new
/// random Classic-mode deals are filtered through
/// [`solitaire_core::game_state::GameState::solve_fresh_deal`] until one is provably
/// winnable (or the retry cap is hit). Off by default.
ToggleWinnableDealsOnly,
/// Toggle the inverse of [`Settings::disable_smart_default_size`].
/// When the visible label reads "ON", the launch-time window
/// sizer scales the window to ~70 % of the primary monitor on a
/// fresh install; "OFF" pins the literal 1280×800 baseline. The
/// flag only affects launches without saved geometry — the
/// player's last window size always wins.
ToggleSmartDefaultSize,
/// Toggle [`Settings::analytics_enabled`]. Only rendered when a
/// Matomo URL is configured.
ToggleAnalytics,
/// Scan `user_theme_dir()` for new `.zip` files and import each one.
#[cfg(not(target_arch = "wasm32"))]
ScanThemes,
SyncNow,
/// Open the sync-server Connect modal (shown when backend = Local).
ConnectSync,
/// Disconnect from the sync server (shown when backend = SolitaireServer).
DisconnectSync,
/// Open the account-deletion confirmation modal.
DeleteAccount,
Done,
/// Select a specific card-back by index from the picker row.
SelectCardBack(usize),
/// Select a specific background by index from the picker row.
SelectBackground(usize),
/// Select a specific card-art theme by `meta.id` from the
/// `ThemeRegistry`. The string is owned so the click handler can
/// hand it directly to `Settings::selected_theme_id`.
SelectTheme(String),
}
impl SettingsButton {
/// Tab-walk priority — lower numbers visited first. Visual reading
/// order is top-to-bottom by section, left-to-right inside each row.
/// Two buttons in the same picker row receive the same `order`;
/// `handle_focus_keys` then breaks ties by entity index, which
/// matches `Children` spawn order inside each row.
fn focus_order(&self) -> i32 {
match self {
// Audio section
SettingsButton::SfxDown => 10,
SettingsButton::SfxUp => 11,
SettingsButton::MusicDown => 20,
SettingsButton::MusicUp => 21,
// Gameplay section
SettingsButton::ToggleDrawMode => 30,
SettingsButton::ToggleWinnableDealsOnly => 35,
SettingsButton::CycleAnimSpeed => 40,
SettingsButton::TooltipDelayDown => 45,
SettingsButton::TooltipDelayUp => 46,
SettingsButton::TimeBonusDown => 47,
SettingsButton::TimeBonusUp => 48,
// Replay-speed slider — last Gameplay-section row, so it
// sits between TimeBonusUp (48) and the Cosmetic section.
SettingsButton::ReplayMoveIntervalDown => 49,
SettingsButton::ReplayMoveIntervalUp => 49,
// Smart-default-size toggle — sits at the end of Gameplay.
SettingsButton::ToggleSmartDefaultSize => 50,
// Privacy section — just before Sync.
SettingsButton::ToggleAnalytics => 89,
// Cosmetic section
SettingsButton::ToggleTheme => 55,
SettingsButton::ToggleColorBlind => 60,
// Accessibility-section toggles sit alongside Color-blind so
// tab-walk visits all three a11y flags in the same vertical
// run before continuing to the picker rows.
SettingsButton::ToggleHighContrast => 61,
SettingsButton::ToggleReduceMotion => 62,
SettingsButton::ToggleTouchInputMode => 63,
// Picker rows — every swatch in a row shares the row's
// priority so entity-index tiebreaking yields left → right.
SettingsButton::SelectCardBack(_) => 70,
SettingsButton::SelectBackground(_) => 80,
SettingsButton::SelectTheme(_) => 85,
#[cfg(not(target_arch = "wasm32"))]
SettingsButton::ScanThemes => 86,
// Sync section
SettingsButton::SyncNow => 90,
SettingsButton::ConnectSync => 91,
SettingsButton::DisconnectSync => 92,
SettingsButton::DeleteAccount => 93,
// Done is tagged by `attach_focusable_to_modal_buttons` and
// never reaches `attach_focusable_to_settings_buttons`; the
// value here is only a fallback for completeness.
SettingsButton::Done => 100,
}
}
}
/// Plugin that owns the settings lifecycle.
pub struct SettingsPlugin {
/// Path to `settings.json`. `None` in headless/test mode.
pub storage_path: Option<PathBuf>,
/// When `false`, panel spawn/despawn systems are not registered.
/// Use [`SettingsPlugin::headless`] for tests running under `MinimalPlugins`.
pub ui_enabled: bool,
}
impl Default for SettingsPlugin {
fn default() -> Self {
Self {
storage_path: settings_file_path(),
ui_enabled: true,
}
}
}
impl SettingsPlugin {
/// No persistence, no UI — safe to use under `MinimalPlugins` in tests.
pub fn headless() -> Self {
Self {
storage_path: None,
ui_enabled: false,
}
}
}
impl Plugin for SettingsPlugin {
fn build(&self, app: &mut App) {
let loaded = match &self.storage_path {
Some(path) => load_settings_from(path),
None => Settings::default(),
};
app.insert_resource(SettingsResource(loaded))
.insert_resource(SettingsStoragePath(self.storage_path.clone()))
.init_resource::<SettingsScreen>()
.init_resource::<SettingsScrollPos>()
.init_resource::<PendingWindowGeometry>()
.add_message::<SettingsChangedEvent>()
.add_message::<ManualSyncRequestEvent>()
.add_message::<SyncConfigureRequestEvent>()
.add_message::<SyncLogoutRequestEvent>()
.add_message::<DeleteAccountRequestEvent>()
.add_message::<ToggleSettingsRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<MouseWheel>()
.add_message::<TouchInput>()
// `WindowResized` / `WindowMoved` are real Bevy window events
// and emitted by the windowing backend under `DefaultPlugins`,
// but we register them explicitly here so the geometry watcher
// also runs cleanly under `MinimalPlugins` (tests).
.add_message::<WindowResized>()
.add_message::<WindowMoved>()
.add_systems(
Update,
(
handle_volume_keys,
toggle_settings_screen,
scroll_settings_panel,
crate::ui_modal::touch_scroll_panel::<SettingsPanelScrollable>,
record_window_geometry_changes,
persist_window_geometry_after_debounce,
),
);
if self.ui_enabled {
app.add_systems(
Update,
(
sync_settings_panel_visibility,
handle_settings_buttons,
handle_sync_buttons,
#[cfg(not(target_arch = "wasm32"))]
handle_scan_themes,
update_sync_status_text,
update_card_back_text,
update_background_text,
update_anim_speed_text,
update_color_blind_text,
update_high_contrast_text,
update_high_contrast_borders.run_if(resource_changed::<SettingsResource>),
update_high_contrast_backgrounds.run_if(resource_changed::<SettingsResource>),
update_reduce_motion_text,
update_touch_input_mode_text,
update_tooltip_delay_text,
update_time_bonus_multiplier_text,
update_replay_move_interval_text,
update_winnable_deals_only_text,
update_smart_default_size_text,
),
);
app.add_systems(
Update,
(
update_analytics_enabled_text,
attach_focusable_to_settings_buttons,
),
);
app.add_systems(Update, scroll_focus_into_view);
}
}
}
// ---------------------------------------------------------------------------
// Internal helpers
// ---------------------------------------------------------------------------
fn persist(path: &SettingsStoragePath, settings: &Settings) {
let Some(target) = &path.0 else { return };
if let Err(e) = save_settings_to(target, settings) {
warn!("failed to save settings: {e}");
}
}
/// Pure helper: returns `true` when a pending geometry change has sat
/// quietly long enough to flush to disk.
///
/// Extracted so the debounce condition can be unit-tested without
/// spinning up a Bevy app.
fn should_persist_geometry(now_secs: f32, last_changed_secs: f32) -> bool {
(now_secs - last_changed_secs) >= WINDOW_GEOMETRY_DEBOUNCE_SECS
}
/// Returns the geometry implied by an event pair `(width, height, x, y)`,
/// using each component from `existing` when the corresponding event-derived
/// value is `None`. Returns `None` when neither side supplies width/height.
///
/// Pure helper so the merge logic can be unit-tested without an `App`.
fn merge_geometry(
existing: Option<WindowGeometry>,
new_size: Option<(u32, u32)>,
new_pos: Option<(i32, i32)>,
) -> Option<WindowGeometry> {
let (width, height) = new_size.or_else(|| existing.map(|g| (g.width, g.height)))?;
let (x, y) = new_pos
.or_else(|| existing.map(|g| (g.x, g.y)))
.unwrap_or((0, 0));
Some(WindowGeometry {
width,
height,
x,
y,
})
}
// ---------------------------------------------------------------------------
// Systems
// ---------------------------------------------------------------------------
/// Returns the next unlocked index after `current` in the sorted `unlocked` list.
/// Wraps around. Falls back to `unlocked[0]` if `current` is not found.
#[cfg(test)]
fn cycle_unlocked(unlocked: &[usize], current: usize) -> usize {
if unlocked.is_empty() {
return 0;
}
let pos = unlocked.iter().position(|&i| i == current).unwrap_or(0);
unlocked[(pos + 1) % unlocked.len()]
}
/// Records `WindowResized` and `WindowMoved` events into
/// [`PendingWindowGeometry`], coalescing every event arriving this frame
/// into the latest pending geometry.
///
/// The actual disk write is debounced — see
/// [`persist_window_geometry_after_debounce`] — so the file system isn't
/// hit on every pixel of a resize / move drag.
fn record_window_geometry_changes(
time: Res<Time>,
mut resized: MessageReader<WindowResized>,
mut moved: MessageReader<WindowMoved>,
settings: Res<SettingsResource>,
mut pending: ResMut<PendingWindowGeometry>,
) {
// Read .last() — only the final event matters for persistence; the
// intermediate sizes/positions are noise during a drag.
let new_size = resized.read().last().map(|ev| {
(
ev.width.round().max(0.0) as u32,
ev.height.round().max(0.0) as u32,
)
});
let new_pos = moved.read().last().map(|ev| (ev.position.x, ev.position.y));
if new_size.is_none() && new_pos.is_none() {
return;
}
// Fold the new components into the existing pending value (if any),
// otherwise into the persisted geometry from settings.
let baseline = pending.geometry.or(settings.0.window_geometry);
let Some(geometry) = merge_geometry(baseline, new_size, new_pos) else {
return;
};
pending.geometry = Some(geometry);
pending.last_changed_secs = time.elapsed_secs();
}
/// After [`WINDOW_GEOMETRY_DEBOUNCE_SECS`] of quiet (no `WindowResized` or
/// `WindowMoved` events arriving), commits the pending geometry to
/// `SettingsResource` and writes `settings.json`. Skips the write when the
/// pending value already matches the settings (e.g. a resize that was
/// reverted, or a synthetic event with no geometry change).
fn persist_window_geometry_after_debounce(
time: Res<Time>,
mut pending: ResMut<PendingWindowGeometry>,
mut settings: ResMut<SettingsResource>,
path: Res<SettingsStoragePath>,
mut changed: MessageWriter<SettingsChangedEvent>,
) {
let Some(new_geom) = pending.geometry else {
return;
};
if !should_persist_geometry(time.elapsed_secs(), pending.last_changed_secs) {
return;
}
// Always clear the pending slot regardless of whether we end up
// writing — otherwise an idempotent change would re-trigger this
// system every tick.
pending.geometry = None;
if settings.0.window_geometry == Some(new_geom) {
return;
}
settings.0.window_geometry = Some(new_geom);
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
}
// ---------------------------------------------------------------------------
// UI construction
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests;
@@ -0,0 +1,655 @@
use super::*;
use crate::ui_focus::{FocusRow, Focusable};
use crate::ui_modal::ModalButton;
use crate::ui_tooltip::Tooltip;
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(SettingsPlugin::headless());
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
}
fn press(app: &mut App, key: KeyCode) {
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(key);
input.clear();
input.press(key);
}
#[test]
fn defaults_are_loaded() {
let app = headless_app();
assert_eq!(
app.world().resource::<SettingsResource>().0,
Settings::default()
);
}
#[test]
fn pressing_left_bracket_decreases_volume_and_emits_event() {
let mut app = headless_app();
let before = app.world().resource::<SettingsResource>().0.sfx_volume;
press(&mut app, KeyCode::BracketLeft);
app.update();
let after = app.world().resource::<SettingsResource>().0.sfx_volume;
assert!(after < before);
let events = app.world().resource::<Messages<SettingsChangedEvent>>();
let mut cursor = events.get_cursor();
assert_eq!(cursor.read(events).count(), 1);
}
#[test]
fn pressing_right_bracket_increases_volume() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<SettingsResource>()
.0
.sfx_volume = 0.5;
press(&mut app, KeyCode::BracketRight);
app.update();
let after = app.world().resource::<SettingsResource>().0.sfx_volume;
assert!((after - 0.6).abs() < 1e-3);
}
#[test]
fn clamped_change_does_not_emit_event() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<SettingsResource>()
.0
.sfx_volume = 1.0;
press(&mut app, KeyCode::BracketRight);
app.update();
let events = app.world().resource::<Messages<SettingsChangedEvent>>();
let mut cursor = events.get_cursor();
assert_eq!(cursor.read(events).count(), 0);
}
#[test]
fn volume_clamped_at_zero_does_not_emit_event() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<SettingsResource>()
.0
.sfx_volume = 0.0;
press(&mut app, KeyCode::BracketLeft);
app.update();
let after = app.world().resource::<SettingsResource>().0.sfx_volume;
assert!(after >= 0.0, "volume must not go below zero");
let events = app.world().resource::<Messages<SettingsChangedEvent>>();
let mut cursor = events.get_cursor();
assert_eq!(
cursor.read(events).count(),
0,
"no event when clamped at floor"
);
}
#[test]
fn pressing_o_toggles_settings_screen_flag() {
let mut app = headless_app();
assert!(
!app.world().resource::<SettingsScreen>().0,
"screen is closed initially"
);
press(&mut app, KeyCode::KeyO);
app.update();
assert!(
app.world().resource::<SettingsScreen>().0,
"O opens settings"
);
press(&mut app, KeyCode::KeyO);
app.update();
assert!(
!app.world().resource::<SettingsScreen>().0,
"second O closes settings"
);
}
// cycle_unlocked pure-function tests
#[test]
fn cycle_unlocked_wraps_at_end() {
// [0, 1, 2] → cycling from 2 wraps to 0
assert_eq!(cycle_unlocked(&[0, 1, 2], 2), 0);
}
#[test]
fn cycle_unlocked_advances_normally() {
assert_eq!(cycle_unlocked(&[0, 1, 2], 0), 1);
assert_eq!(cycle_unlocked(&[0, 1, 2], 1), 2);
}
#[test]
fn cycle_unlocked_single_element_stays() {
// Only one unlockable — cycling always returns it.
assert_eq!(cycle_unlocked(&[0], 0), 0);
}
#[test]
fn cycle_unlocked_current_not_in_list_falls_back_to_second() {
// current=5 is not in [0,1,2]; falls back to pos=0, so next = unlocked[1] = 1
assert_eq!(cycle_unlocked(&[0, 1, 2], 5), 1);
}
#[test]
fn cycle_unlocked_empty_returns_zero() {
assert_eq!(cycle_unlocked(&[], 0), 0);
}
#[test]
fn scroll_is_noop_when_settings_panel_closed() {
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
let mut app = headless_app();
// Panel starts closed (SettingsScreen(false)); spawn a scrollable entity.
let entity = app
.world_mut()
.spawn((SettingsPanelScrollable, ScrollPosition::default()))
.id();
// Send a downward scroll event while the panel is closed.
app.world_mut().write_message(MouseWheel {
unit: MouseScrollUnit::Line,
x: 0.0,
y: -3.0,
window: Entity::PLACEHOLDER,
});
app.update();
// ScrollPosition must remain at 0.0 — panel was closed.
let offset = app
.world()
.entity(entity)
.get::<ScrollPosition>()
.unwrap()
.0
.y;
assert_eq!(offset, 0.0, "scroll must not move when panel is closed");
}
#[test]
fn scroll_moves_offset_when_panel_open() {
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
let mut app = headless_app();
// Open the panel.
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
// Spawn a scrollable entity with an existing offset so we can distinguish clamping.
let entity = app
.world_mut()
.spawn((
SettingsPanelScrollable,
ScrollPosition(Vec2::new(0.0, 100.0)),
))
.id();
// Scroll down by 2 lines (50 px/line → +100 px added to offset_y).
app.world_mut().write_message(MouseWheel {
unit: MouseScrollUnit::Line,
x: 0.0,
y: -2.0,
window: Entity::PLACEHOLDER,
});
app.update();
let offset = app
.world()
.entity(entity)
.get::<ScrollPosition>()
.unwrap()
.0
.y;
assert!(
(offset - 200.0).abs() < 1e-3,
"scrolling down should increase offset_y; got {offset}"
);
}
// -----------------------------------------------------------------------
// Phase 3 — keyboard focus ring, Settings buttons + FocusRow
// -----------------------------------------------------------------------
/// Headless app that runs the *real* (UI-enabled) `SettingsPlugin`
/// alongside `UiModalPlugin` and `UiFocusPlugin`, so the spawn /
/// auto-tag systems fire end-to-end without writing to disk.
fn headless_app_with_focus() -> App {
use crate::ui_focus::UiFocusPlugin;
use crate::ui_modal::UiModalPlugin;
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(UiModalPlugin)
.add_plugins(UiFocusPlugin)
.add_plugins(SettingsPlugin {
// No persistence — keep the test isolated.
storage_path: None,
ui_enabled: true,
});
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
}
#[test]
fn settings_buttons_get_focusable_marker() {
let mut app = headless_app_with_focus();
// Open the panel.
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
// Two more ticks: the first runs `sync_settings_panel_visibility`
// and queues the spawn commands; the second flushes them and
// runs `attach_focusable_to_settings_buttons`.
app.update();
app.update();
// Every bespoke `SettingsButton` (not `Done`, which is also a
// `ModalButton`) must carry a `Focusable`.
let untagged: Vec<&SettingsButton> = app
.world_mut()
.query_filtered::<&SettingsButton, (With<Button>, Without<Focusable>, Without<ModalButton>)>()
.iter(app.world())
.collect();
assert!(
untagged.is_empty(),
"every bespoke Settings button must carry Focusable; missing: {:?}",
untagged
);
// And there must be at least one tagged `SettingsButton` so the
// assertion above isn't vacuously true (the panel really did
// spawn).
let tagged_count = app
.world_mut()
.query_filtered::<&SettingsButton, With<Focusable>>()
.iter(app.world())
.count();
assert!(
tagged_count >= 6,
"expected the panel to spawn many bespoke buttons (volume up/down ×2, toggles ×4, sync, swatches…); got {tagged_count}"
);
}
/// Every bespoke `SettingsButton` (volume +/, toggles, swatches,
/// Sync Now) must spawn with a `Tooltip` so the glyph-only icons and
/// indexed swatches carry hover-reveal context. Mirrors
/// `settings_buttons_get_focusable_marker` (Phase 3 focus test) so
/// the invariant — every interactive Settings element except the
/// `Done` modal button has a tooltip — is asserted consistently.
#[test]
fn settings_buttons_carry_tooltip() {
let mut app = headless_app_with_focus();
// Open the panel and let spawn + child-flush run.
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
app.update();
app.update();
// No bespoke `SettingsButton` (i.e. excluding `Done`, which is
// also a `ModalButton`) may be missing a `Tooltip`.
let untipped: Vec<&SettingsButton> = app
.world_mut()
.query_filtered::<&SettingsButton, (With<Button>, Without<Tooltip>, Without<ModalButton>)>()
.iter(app.world())
.collect();
assert!(
untipped.is_empty(),
"every bespoke Settings button must carry Tooltip; missing: {:?}",
untipped
);
// And there must be at least 6 tipped buttons so the assertion
// above isn't vacuously true: SFX +/, Music +/, Draw Mode,
// Anim Speed, Theme, Color-blind, Sync Now, plus at least one
// card-back and one background swatch — well over the floor.
let tipped_count = app
.world_mut()
.query_filtered::<&SettingsButton, With<Tooltip>>()
.iter(app.world())
.count();
assert!(
tipped_count >= 6,
"expected the panel to spawn many tooltipped buttons; got {tipped_count}"
);
// Spot-check: with default (Local) settings the Connect button
// spawns. We verify its tooltip carries the canonical microcopy.
let connect_tip = app
.world_mut()
.query::<(&SettingsButton, &Tooltip)>()
.iter(app.world())
.find_map(|(btn, tip)| matches!(btn, SettingsButton::ConnectSync).then(|| tip.0.clone()))
.expect("Connect button should spawn with a Tooltip when backend is Local");
assert_eq!(
connect_tip.as_ref(),
"Connect to a self-hosted Ferrous Solitaire sync server.",
"ConnectSync tooltip must use the canonical microcopy"
);
}
#[test]
fn settings_picker_rows_get_focus_row_marker() {
let mut app = headless_app_with_focus();
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
app.update();
app.update();
// Two picker rows are spawned (card-back + background); each
// must carry the FocusRow marker.
let row_count = app
.world_mut()
.query_filtered::<Entity, With<FocusRow>>()
.iter(app.world())
.count();
assert!(
row_count >= 2,
"expected at least two FocusRow containers (card-back + background); got {row_count}"
);
}
/// Test 3 of the thumbnail-picker spec: when [`ThemeRegistry`] has
/// at least one theme and the [`ThemeThumbnailCache`] holds a
/// fully-populated [`ThemeThumbnailPair`] for that theme's id, the
/// rendered chip carries a [`ThemeThumbnailMarker`]-tagged
/// `ImageNode` for each preview slot.
#[test]
fn theme_picker_chip_includes_thumbnail_sprite_when_thumbnails_loaded() {
use crate::theme::{ThemeEntry, ThemeRegistry, ThemeThumbnailCache, ThemeThumbnailPair};
let mut app = headless_app_with_focus();
// Prime an Assets<Image> resource so we can mint stable handles
// for the synthetic thumbnail pair.
app.init_resource::<Assets<Image>>();
let (ace_handle, back_handle) = {
let mut images = app.world_mut().resource_mut::<Assets<Image>>();
let ace = images.add(Image::default());
let back = images.add(Image::default());
(ace, back)
};
// Inject one theme entry + a matching thumbnail pair.
app.insert_resource(ThemeRegistry {
entries: vec![ThemeEntry {
id: "test_theme".into(),
display_name: "Test Theme".into(),
manifest_url: "themes://test_theme/theme.ron".into(),
meta: crate::theme::ThemeMeta {
id: "test_theme".into(),
name: "Test Theme".into(),
author: "x".into(),
version: "x".into(),
card_aspect: (2, 3),
},
}],
});
let mut cache = ThemeThumbnailCache::default();
cache.entries.insert(
"test_theme".into(),
ThemeThumbnailPair {
ace: ace_handle.clone(),
back: back_handle.clone(),
},
);
app.insert_resource(cache);
// Open the panel and let the spawn + child-flush systems run.
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
app.update();
app.update();
// Find every ImageNode tagged with ThemeThumbnailMarker — the
// theme picker chip for "test_theme" must contribute exactly
// two of them (ace + back).
let thumbnail_count = app
.world_mut()
.query_filtered::<&ImageNode, With<ThemeThumbnailMarker>>()
.iter(app.world())
.count();
assert!(
thumbnail_count >= 2,
"expected at least one ace + back thumbnail (2 sprites); got {thumbnail_count}"
);
// Spot-check: at least one thumbnail's image handle matches one
// of the ones we inserted into the cache. This guards against a
// future refactor that accidentally clones the wrong handle.
let any_matches = app
.world_mut()
.query_filtered::<&ImageNode, With<ThemeThumbnailMarker>>()
.iter(app.world())
.any(|node| node.image == ace_handle || node.image == back_handle);
assert!(
any_matches,
"at least one rendered thumbnail must reuse the cached handle"
);
}
// -----------------------------------------------------------------------
// Window geometry persistence
// -----------------------------------------------------------------------
#[test]
fn should_persist_geometry_respects_debounce_window() {
// Within the debounce window: not yet.
assert!(!should_persist_geometry(10.0, 9.7));
assert!(!should_persist_geometry(
10.0,
10.0 - WINDOW_GEOMETRY_DEBOUNCE_SECS + 0.01
));
// Exactly the debounce window: allowed (>= comparison).
assert!(should_persist_geometry(
10.0,
10.0 - WINDOW_GEOMETRY_DEBOUNCE_SECS
));
// Well past the debounce window: allowed.
assert!(should_persist_geometry(20.0, 10.0));
}
#[test]
fn merge_geometry_uses_existing_when_event_components_missing() {
let existing = WindowGeometry {
width: 1280,
height: 800,
x: 100,
y: 50,
};
// Position-only event keeps existing size.
let merged = merge_geometry(Some(existing), None, Some((200, 75))).unwrap();
assert_eq!(merged.width, 1280);
assert_eq!(merged.height, 800);
assert_eq!(merged.x, 200);
assert_eq!(merged.y, 75);
// Size-only event keeps existing position.
let merged = merge_geometry(Some(existing), Some((1024, 768)), None).unwrap();
assert_eq!(merged.width, 1024);
assert_eq!(merged.height, 768);
assert_eq!(merged.x, 100);
assert_eq!(merged.y, 50);
}
#[test]
fn merge_geometry_returns_none_when_size_unknown() {
// No existing geometry, no size in the event → can't fabricate one.
assert!(merge_geometry(None, None, Some((10, 20))).is_none());
}
/// Drives `app.update()` past [`WINDOW_GEOMETRY_DEBOUNCE_SECS`] using
/// `TimeUpdateStrategy::ManualDuration`. `Time<Virtual>` clamps each
/// frame's delta to `max_delta` (default 250 ms), so we step in 150 ms
/// slices and run enough ticks to comfortably exceed the debounce
/// window after the first record tick has set `last_changed_secs`.
fn advance_past_geometry_debounce(app: &mut App) {
use bevy::time::TimeUpdateStrategy;
use std::time::Duration;
app.insert_resource(TimeUpdateStrategy::ManualDuration(Duration::from_secs_f32(
0.15,
)));
// Tick 1 sets last_changed_secs from any pending events. Each
// subsequent tick advances the clock by 150 ms; five ticks total
// buys 0.75 s of elapsed time relative to the record tick — well
// past the 0.5 s debounce window.
for _ in 0..5 {
app.update();
}
}
fn fire_resize(app: &mut App, width: f32, height: f32) {
app.world_mut().write_message(WindowResized {
window: Entity::PLACEHOLDER,
width,
height,
});
}
fn fire_move(app: &mut App, x: i32, y: i32) {
app.world_mut().write_message(WindowMoved {
window: Entity::PLACEHOLDER,
position: IVec2::new(x, y),
});
}
#[test]
fn resize_event_then_quiet_persists_window_geometry() {
let mut app = headless_app();
// Sanity: geometry starts unset (default).
assert!(
app.world()
.resource::<SettingsResource>()
.0
.window_geometry
.is_none()
);
// Fire a resize, then go quiet for past the debounce.
fire_resize(&mut app, 1500.0, 950.0);
advance_past_geometry_debounce(&mut app);
let geom = app
.world()
.resource::<SettingsResource>()
.0
.window_geometry
.expect("geometry should be persisted after debounce");
assert_eq!(geom.width, 1500);
assert_eq!(geom.height, 950);
// Position not yet observed → defaults to 0, 0 since there was
// no existing geometry to fall back on.
assert_eq!(geom.x, 0);
assert_eq!(geom.y, 0);
}
#[test]
fn move_event_after_resize_updates_position_only() {
let mut app = headless_app();
// First, establish a baseline geometry via a resize event.
fire_resize(&mut app, 1280.0, 800.0);
advance_past_geometry_debounce(&mut app);
let baseline = app
.world()
.resource::<SettingsResource>()
.0
.window_geometry
.unwrap();
assert_eq!(baseline.width, 1280);
// Now fire a move-only event — size must be preserved from the
// existing geometry.
fire_move(&mut app, 250, 175);
advance_past_geometry_debounce(&mut app);
let geom = app
.world()
.resource::<SettingsResource>()
.0
.window_geometry
.unwrap();
assert_eq!(
geom.width, 1280,
"size must be preserved across a move-only update"
);
assert_eq!(geom.height, 800);
assert_eq!(geom.x, 250);
assert_eq!(geom.y, 175);
}
#[test]
fn rapid_resize_storm_only_persists_final_size() {
let mut app = headless_app();
// Burst of resize events on a single frame — only the last one
// should be the eventually-persisted size.
fire_resize(&mut app, 900.0, 600.0);
fire_resize(&mut app, 1100.0, 700.0);
fire_resize(&mut app, 1400.0, 850.0);
advance_past_geometry_debounce(&mut app);
let geom = app
.world()
.resource::<SettingsResource>()
.0
.window_geometry
.unwrap();
assert_eq!((geom.width, geom.height), (1400, 850));
}
#[test]
fn no_window_events_no_geometry_change() {
let mut app = headless_app();
// Just advance time — without any events, settings must stay clean.
advance_past_geometry_debounce(&mut app);
assert!(
app.world()
.resource::<SettingsResource>()
.0
.window_geometry
.is_none()
);
}
#[test]
fn scroll_clamps_offset_to_zero_at_top() {
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
let mut app = headless_app();
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
// Entity starts at 10 px offset.
let entity = app
.world_mut()
.spawn((
SettingsPanelScrollable,
ScrollPosition(Vec2::new(0.0, 10.0)),
))
.id();
// Scroll up by 5 lines → would subtract 250 px, but must clamp to 0.
app.world_mut().write_message(MouseWheel {
unit: MouseScrollUnit::Line,
x: 0.0,
y: 5.0,
window: Entity::PLACEHOLDER,
});
app.update();
let offset = app
.world()
.entity(entity)
.get::<ScrollPosition>()
.unwrap()
.0
.y;
assert_eq!(
offset, 0.0,
"scrolling past top must clamp to 0, got {offset}"
);
}
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//! Per-frame value-text updater systems and their label helpers.
use super::*;
use solitaire_core::DrawStockConfig;
use solitaire_data::{AnimSpeed, settings::Theme};
use crate::font_plugin::FontResource;
use crate::progress_plugin::ProgressResource;
use crate::resources::{SettingsScrollPos, SyncStatus, SyncStatusResource};
use crate::theme::ThemeThumbnailCache;
use crate::ui_modal::ModalScrim;
use crate::ui_theme::{BORDER_SUBTLE_HC, HighContrastBackground, HighContrastBorder};
/// Spawns the Settings panel when `SettingsScreen` becomes `true`;
/// despawns it when it becomes `false`.
#[allow(clippy::too_many_arguments)]
pub(super) fn sync_settings_panel_visibility(
screen: Res<SettingsScreen>,
panels: Query<Entity, With<SettingsPanel>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<SettingsPanel>)>,
scroll_nodes: Query<&ScrollPosition, With<SettingsScrollNode>>,
mut scroll_pos: ResMut<SettingsScrollPos>,
mut commands: Commands,
settings: Res<SettingsResource>,
sync_status: Option<Res<SyncStatusResource>>,
progress: Option<Res<ProgressResource>>,
font_res: Option<Res<FontResource>>,
theme_registry: Option<Res<crate::theme::ThemeRegistry>>,
theme_thumbs: Option<Res<ThemeThumbnailCache>>,
card_images: Option<Res<crate::card_plugin::CardImageSet>>,
) {
if !screen.is_changed() {
return;
}
if screen.0 {
if panels.is_empty() && other_modal_scrims.is_empty() {
let status_label = sync_status.map_or_else(
|| "Status: local only".to_string(),
|s| sync_status_label(&s.0),
);
let unlocked_backs = progress
.as_ref()
.map_or(&[0][..], |p| p.0.unlocked_card_backs.as_slice());
let unlocked_bgs = progress
.as_ref()
.map_or(&[0][..], |p| p.0.unlocked_backgrounds.as_slice());
// Snapshot themes by id, display_name and (optional)
// thumbnail pair so spawn_settings_panel doesn't have to
// know about the registry / cache shapes. Empty when
// ThemeRegistryPlugin isn't installed (tests under
// MinimalPlugins) — the picker row simply won't render.
// Missing thumbnails (cache not ready, or partial user
// theme) leave `thumbnails: None` so the chip renders its
// plain-text fallback instead of a broken sprite.
let themes: Vec<ThemePickerEntry> = theme_registry
.as_deref()
.map(|r| {
r.iter()
.map(|e| ThemePickerEntry {
id: e.id.clone(),
display_name: e.display_name.clone(),
thumbnails: theme_thumbs
.as_deref()
.and_then(|c| c.get(&e.id))
.filter(|p| p.is_fully_populated())
.cloned(),
})
.collect()
})
.unwrap_or_default();
// The active card-art theme can supply its own back image —
// see `card_plugin::CardImageSet::theme_back`. When that is
// populated the legacy "Card Back" picker has no visible
// effect, so we render it muted with an explanatory caption
// rather than letting the player click swatches that do
// nothing. Absent under `MinimalPlugins`; treated as
// "no override" in that case.
let theme_overrides_back = card_images
.as_ref()
.is_some_and(|cs| cs.theme_back.is_some());
spawn_settings_panel(
&mut commands,
&settings.0,
&status_label,
unlocked_backs,
unlocked_bgs,
&themes,
scroll_pos.0,
font_res.as_deref(),
theme_overrides_back,
);
}
} else {
// Save the current scroll offset before despawning the panel.
if let Ok(sp) = scroll_nodes.single() {
scroll_pos.0 = sp.0.y;
}
for entity in &panels {
commands.entity(entity).despawn();
}
}
}
/// Keeps the sync-status text node current while the panel is open.
pub(super) fn update_sync_status_text(
sync_status: Option<Res<SyncStatusResource>>,
mut text_nodes: Query<&mut Text, With<SyncStatusText>>,
) {
let Some(status) = sync_status else {
return;
};
if !status.is_changed() {
return;
}
let label = sync_status_label(&status.0);
for mut text in &mut text_nodes {
**text = label.clone();
}
}
pub(super) fn update_card_back_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<CardBackText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = card_back_label(settings.0.selected_card_back);
}
}
pub(super) fn update_background_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<BackgroundText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = background_label(settings.0.selected_background);
}
}
pub(super) fn update_anim_speed_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<AnimSpeedText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = anim_speed_label(&settings.0.animation_speed);
}
}
pub(super) fn update_color_blind_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<ColorBlindText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = color_blind_label(settings.0.color_blind_mode);
}
}
pub(super) fn update_high_contrast_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<HighContrastText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = on_off_label(settings.0.high_contrast_mode);
}
}
/// Repaints `BorderColor` on every entity tagged with
/// [`HighContrastBorder`] based on `Settings::high_contrast_mode`.
/// Off → the marker's `default_color`; on → `BORDER_SUBTLE_HC`
/// (`#a0a0a0`). Compares against the current border colour and
/// only mutates when different so Bevy's change-detection
/// doesn't trigger repaints every frame.
///
/// Spec at `design-system.md` §Accessibility (#2): under HC,
/// outlines boost from `#505050` (BORDER_STRONG) to `#a0a0a0` so
/// modal panels, popover edges, and focus-ring carriers stay
/// legible on low-quality displays / for low-vision users.
///
/// Tagged sites in v0.21.x: the modal scaffold's card border
/// (`ui_modal::spawn_modal`). More sites can be tagged in
/// follow-ups by adding `HighContrastBorder::with_default(...)`
/// to their spawn tuple.
pub(super) fn update_high_contrast_borders(
settings: Res<SettingsResource>,
mut borders: Query<(&HighContrastBorder, &mut BorderColor)>,
) {
let high_contrast = settings.0.high_contrast_mode;
for (marker, mut border) in borders.iter_mut() {
let target = if high_contrast {
BORDER_SUBTLE_HC
} else {
marker.default_color
};
// Only mutate when actually different — avoids per-frame
// change-detection churn. `border.left` is representative
// because every tagged site uses `BorderColor::all(...)`.
if border.left != target {
*border = BorderColor::all(target);
}
}
}
/// Repaints `BackgroundColor` on every entity tagged with
/// [`HighContrastBackground`] based on `Settings::high_contrast_mode`.
/// Off → the marker's `default_color`; on → `BORDER_SUBTLE_HC`
/// (`#a0a0a0`). Compares against the current background and only
/// mutates when different so Bevy's change-detection doesn't trigger
/// repaints every frame.
///
/// Parallel to [`update_high_contrast_borders`]. Same on/off rule,
/// same change-suppression idiom, different colour channel —
/// `BackgroundColor` for tick marks, decorative strips, fine
/// separators that paint their shape directly rather than via a
/// `BorderColor` on a wider Node.
///
/// Tagged sites in v0.21.x: the replay overlay's 1 px scrub track
/// + 5 quarter-mark notch ticks (`replay_overlay::spawn_overlay`).
///
/// More sites can be tagged in follow-ups by adding
/// `HighContrastBackground::with_default(...)` to their spawn tuple.
pub(super) fn update_high_contrast_backgrounds(
settings: Res<SettingsResource>,
mut backgrounds: Query<(&HighContrastBackground, &mut BackgroundColor)>,
) {
let high_contrast = settings.0.high_contrast_mode;
for (marker, mut bg) in backgrounds.iter_mut() {
let target = if high_contrast {
marker.hc_color
} else {
marker.default_color
};
if bg.0 != target {
*bg = BackgroundColor(target);
}
}
}
pub(super) fn update_reduce_motion_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<ReduceMotionText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = on_off_label(settings.0.reduce_motion_mode);
}
}
pub(super) fn update_touch_input_mode_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<TouchInputModeText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = touch_input_mode_label(&settings.0.touch_input_mode);
}
}
/// Refreshes the live "Winnable deals only" toggle value in the
/// Gameplay section whenever `SettingsResource` changes (button click,
/// hand-edited `settings.json` reload, etc.).
pub(super) fn update_winnable_deals_only_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<WinnableDealsOnlyText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = winnable_deals_only_label(settings.0.winnable_deals_only);
}
}
/// Refreshes the live "Share usage data" toggle value in the Privacy section
/// whenever `SettingsResource` changes.
pub(super) fn update_analytics_enabled_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<AnalyticsEnabledText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = on_off_label(settings.0.analytics_enabled);
}
}
/// Refreshes the live "Smart window size" toggle value whenever
/// `SettingsResource` changes. The flag is stored negatively as
/// `disable_smart_default_size`, so the label inverts.
pub(super) fn update_smart_default_size_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<SmartDefaultSizeText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = smart_default_size_label(!settings.0.disable_smart_default_size);
}
}
/// Refreshes the live tooltip-delay value in the Gameplay section
/// whenever `SettingsResource` changes (slider buttons, hand-edited
/// settings.json reload, etc.).
pub(super) fn update_tooltip_delay_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<TooltipDelayText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = tooltip_delay_label(settings.0.tooltip_delay_secs);
}
}
/// Refreshes the live time-bonus-multiplier value in the Gameplay
/// section whenever `SettingsResource` changes.
pub(super) fn update_time_bonus_multiplier_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<TimeBonusMultiplierText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = time_bonus_label(settings.0.time_bonus_multiplier);
}
}
/// Refreshes the live replay-playback per-move-interval value in the
/// Gameplay section whenever `SettingsResource` changes (slider buttons,
/// hand-edited settings.json reload, etc.).
pub(super) fn update_replay_move_interval_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<ReplayMoveIntervalText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = replay_move_interval_label(settings.0.replay_move_interval_secs);
}
}
pub(super) fn card_back_label(idx: usize) -> String {
if idx == 0 {
"Default".to_string()
} else {
format!("Style {idx}")
}
}
pub(super) fn background_label(idx: usize) -> String {
if idx == 0 {
"Default".to_string()
} else {
format!("Style {idx}")
}
}
pub(super) fn sync_status_label(status: &SyncStatus) -> String {
match status {
SyncStatus::Idle => "Status: idle".to_string(),
SyncStatus::Syncing => "Status: syncing…".to_string(),
SyncStatus::LastSynced(t) => {
let secs = chrono::Utc::now()
.signed_duration_since(*t)
.num_seconds()
.max(0);
if secs < 60 {
format!("Last synced: {secs}s ago")
} else {
format!("Last synced: {}m ago", secs / 60)
}
}
SyncStatus::Error(e) => format!("Sync error: {e}"),
}
}
pub(super) fn draw_mode_label(mode: &DrawStockConfig) -> String {
match mode {
DrawStockConfig::DrawOne => "Draw 1".into(),
DrawStockConfig::DrawThree => "Draw 3".into(),
}
}
pub(super) fn anim_speed_label(speed: &AnimSpeed) -> String {
match speed {
AnimSpeed::Normal => "Normal".into(),
AnimSpeed::Fast => "Fast".into(),
AnimSpeed::Instant => "Instant".into(),
}
}
pub(super) fn theme_label(theme: &Theme) -> String {
match theme {
Theme::Green => "Green".into(),
Theme::Blue => "Blue".into(),
Theme::Dark => "Dark".into(),
}
}
pub(super) fn color_blind_label(enabled: bool) -> String {
if enabled { "ON".into() } else { "OFF".into() }
}
/// Generic ON/OFF label shared by the high-contrast and reduce-
/// motion accessibility toggles. Same format as
/// [`color_blind_label`] / [`winnable_deals_only_label`] —
/// keeping all simple boolean toggle rows visually uniform.
pub(super) fn on_off_label(enabled: bool) -> String {
if enabled { "ON".into() } else { "OFF".into() }
}
/// Display string for the "Winnable deals only" toggle. Mirrors
/// [`color_blind_label`] — "ON" / "OFF" — so the layout is uniform
/// with the rest of the Gameplay-section toggles.
pub(super) fn winnable_deals_only_label(enabled: bool) -> String {
if enabled { "ON".into() } else { "OFF".into() }
}
pub(super) fn touch_input_mode_label(mode: &solitaire_data::settings::TouchInputMode) -> String {
use solitaire_data::settings::TouchInputMode;
match mode {
TouchInputMode::OneTap => "One-tap".into(),
TouchInputMode::TapToSelect => "Tap to select".into(),
}
}
/// Display string for the "Smart window size" toggle. The argument
/// is the *enabled* state (i.e. the inverse of the underlying
/// `disable_smart_default_size` field) so reading the label gives
/// the player intuitive ON/OFF semantics.
pub(super) fn smart_default_size_label(enabled: bool) -> String {
if enabled { "ON".into() } else { "OFF".into() }
}
/// Formats the tooltip-hover delay for display in the Settings panel.
/// `0.0` reads as `"Instant"` so the zero-delay case has a name; any
/// other value prints as `"{n:.1} s"` (e.g. `"0.5 s"`, `"1.2 s"`).
pub(super) fn tooltip_delay_label(secs: f32) -> String {
if secs <= 0.0 {
"Instant".into()
} else {
format!("{secs:.1} s")
}
}
/// Formats the cosmetic time-bonus multiplier for display in the
/// Settings panel. `0.0` reads as `"Off"` so the player understands the
/// time-bonus row will be hidden; any other value prints as
/// `"{n:.1}×"` (e.g. `"1.0×"`, `"1.5×"`).
pub(super) fn time_bonus_label(value: f32) -> String {
if value <= 0.0 {
"Off".into()
} else {
format!("{value:.1}×")
}
}
/// Formats the replay-playback per-move interval for display in the
/// Settings panel. Mirrors [`tooltip_delay_label`] for parity — the
/// readout is `"{n:.2} s/move"` (e.g. `"0.45 s/move"`, `"0.10 s/move"`),
/// using two decimal places because the step is 0.05 s.
pub(super) fn replay_move_interval_label(secs: f32) -> String {
format!("{secs:.2} s/move")
}
+48 -48
View File
@@ -1649,63 +1649,63 @@ function __wbg_get_imports() {
return ret;
},
__wbindgen_cast_0000000000000001: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 114846, ret: Result(Unit), inner_ret: Some(Result(Unit)) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hea4b5125da4e5ded);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 114857, ret: Result(Unit), inner_ret: Some(Result(Unit)) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hfb2e9a2f0bbd9ecc);
return ret;
},
__wbindgen_cast_0000000000000002: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 9832, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 9830, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a);
return ret;
},
__wbindgen_cast_0000000000000003: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Array<any>"), NamedExternref("ResizeObserver")], shim_idx: 9838, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h0fec466277fb30e8);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Array<any>"), NamedExternref("ResizeObserver")], shim_idx: 9843, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h876550298b312ff8);
return ret;
},
__wbindgen_cast_0000000000000004: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Array<any>")], shim_idx: 9832, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_3);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Array<any>")], shim_idx: 9830, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_3);
return ret;
},
__wbindgen_cast_0000000000000005: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Event")], shim_idx: 9832, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_4);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Event")], shim_idx: 9830, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_4);
return ret;
},
__wbindgen_cast_0000000000000006: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("FocusEvent")], shim_idx: 9832, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_5);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("FocusEvent")], shim_idx: 9830, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_5);
return ret;
},
__wbindgen_cast_0000000000000007: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("KeyboardEvent")], shim_idx: 9832, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_6);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("KeyboardEvent")], shim_idx: 9830, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_6);
return ret;
},
__wbindgen_cast_0000000000000008: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PageTransitionEvent")], shim_idx: 9832, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_7);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PageTransitionEvent")], shim_idx: 9830, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_7);
return ret;
},
__wbindgen_cast_0000000000000009: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PointerEvent")], shim_idx: 9832, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_8);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PointerEvent")], shim_idx: 9830, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_8);
return ret;
},
__wbindgen_cast_000000000000000a: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("WheelEvent")], shim_idx: 9832, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_9);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("WheelEvent")], shim_idx: 9830, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_9);
return ret;
},
__wbindgen_cast_000000000000000b: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Option(NamedExternref("Blob"))], shim_idx: 9834, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hf05069bc44820cc5);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Option(NamedExternref("Blob"))], shim_idx: 9840, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h657f46feffff6fe4);
return ret;
},
__wbindgen_cast_000000000000000c: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [], shim_idx: 9830, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h5e26b448f43bfba9);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [], shim_idx: 9834, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h545edb23183e448a);
return ret;
},
__wbindgen_cast_000000000000000d: function(arg0) {
@@ -1769,55 +1769,55 @@ function __wbg_get_imports() {
};
}
function wasm_bindgen__convert__closures_____invoke__h5e26b448f43bfba9(arg0, arg1) {
wasm.wasm_bindgen__convert__closures_____invoke__h5e26b448f43bfba9(arg0, arg1);
function wasm_bindgen__convert__closures_____invoke__h545edb23183e448a(arg0, arg1) {
wasm.wasm_bindgen__convert__closures_____invoke__h545edb23183e448a(arg0, arg1);
}
function wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e(arg0, arg1, arg2);
function wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a(arg0, arg1, arg2);
}
function wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_3(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_3(arg0, arg1, arg2);
function wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_3(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_3(arg0, arg1, arg2);
}
function wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_4(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_4(arg0, arg1, arg2);
function wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_4(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_4(arg0, arg1, arg2);
}
function wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_5(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_5(arg0, arg1, arg2);
function wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_5(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_5(arg0, arg1, arg2);
}
function wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_6(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_6(arg0, arg1, arg2);
function wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_6(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_6(arg0, arg1, arg2);
}
function wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_7(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_7(arg0, arg1, arg2);
function wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_7(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_7(arg0, arg1, arg2);
}
function wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_8(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_8(arg0, arg1, arg2);
function wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_8(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_8(arg0, arg1, arg2);
}
function wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_9(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_9(arg0, arg1, arg2);
function wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_9(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_9(arg0, arg1, arg2);
}
function wasm_bindgen__convert__closures_____invoke__hea4b5125da4e5ded(arg0, arg1, arg2) {
const ret = wasm.wasm_bindgen__convert__closures_____invoke__hea4b5125da4e5ded(arg0, arg1, arg2);
function wasm_bindgen__convert__closures_____invoke__hfb2e9a2f0bbd9ecc(arg0, arg1, arg2) {
const ret = wasm.wasm_bindgen__convert__closures_____invoke__hfb2e9a2f0bbd9ecc(arg0, arg1, arg2);
if (ret[1]) {
throw takeFromExternrefTable0(ret[0]);
}
}
function wasm_bindgen__convert__closures_____invoke__h0fec466277fb30e8(arg0, arg1, arg2, arg3) {
wasm.wasm_bindgen__convert__closures_____invoke__h0fec466277fb30e8(arg0, arg1, arg2, arg3);
function wasm_bindgen__convert__closures_____invoke__h876550298b312ff8(arg0, arg1, arg2, arg3) {
wasm.wasm_bindgen__convert__closures_____invoke__h876550298b312ff8(arg0, arg1, arg2, arg3);
}
function wasm_bindgen__convert__closures_____invoke__hf05069bc44820cc5(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__hf05069bc44820cc5(arg0, arg1, isLikeNone(arg2) ? 0 : addToExternrefTable0(arg2));
function wasm_bindgen__convert__closures_____invoke__h657f46feffff6fe4(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h657f46feffff6fe4(arg0, arg1, isLikeNone(arg2) ? 0 : addToExternrefTable0(arg2));
}
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