Compare commits
5 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| adbcb8f59a | |||
| ede58f9666 | |||
| ccfb9394e0 | |||
| b5c1ba4867 | |||
| d179d9d582 |
@@ -37,11 +37,6 @@ fn load_settings() -> Settings {
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.unwrap_or_default()
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}
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/// Build the Bevy app without entering the event loop.
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pub fn build_app(sync_provider: Box<dyn SyncProvider + Send + Sync>) -> App {
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build_app_with_settings(load_settings(), sync_provider)
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}
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/// App entry point — configures runtime services, builds, and runs the app.
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///
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/// Called from both the desktop `bin` target's `main` shim and (on
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@@ -13,7 +13,7 @@ pub mod spider;
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// re-exported — they are only used internally (in `klondike_adapter.rs` and
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// when decoding instructions to piles in `instruction_to_piles`) and do not
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// appear in any public method signature.
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pub use card_game::{Card, Deck, Rank, Session, SolveError, Suit};
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pub use card_game::{Card, Deck, Rank, SolveError, Suit};
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pub use klondike::{
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DrawStockConfig, Foundation, Klondike, KlondikeInstruction, KlondikePile, Tableau,
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};
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@@ -105,10 +105,9 @@ pub use stats::{StatsExt, StatsSnapshot};
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pub mod storage;
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pub use storage::{
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TimeAttackSession, cleanup_orphaned_tmp_files, delete_game_state_at,
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delete_time_attack_session_at, game_state_file_path, load_game_state_from, load_stats,
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load_stats_from, load_time_attack_session_from, load_time_attack_session_from_at,
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save_game_state_to, save_stats, save_stats_to, save_time_attack_session_to, stats_file_path,
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time_attack_session_path, time_attack_session_with_now,
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delete_time_attack_session_at, game_state_file_path, load_game_state_from, load_stats_from,
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load_time_attack_session_from, save_game_state_to, save_stats_to, save_time_attack_session_to,
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stats_file_path, time_attack_session_path,
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};
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pub mod achievements;
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@@ -136,11 +135,9 @@ pub use difficulty_seeds::{DifficultySeeds, seeds_for};
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pub mod settings;
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pub use settings::{
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AnimSpeed, REPLAY_MOVE_INTERVAL_MAX_SECS, REPLAY_MOVE_INTERVAL_MIN_SECS,
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REPLAY_MOVE_INTERVAL_STEP_SECS, SOLVER_DEAL_RETRY_CAP, Settings, SyncBackend,
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TIME_BONUS_MULTIPLIER_MAX, TIME_BONUS_MULTIPLIER_MIN, TIME_BONUS_MULTIPLIER_STEP,
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TOOLTIP_DELAY_MAX_SECS, TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_STEP_SECS, Theme, WindowGeometry,
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load_settings_from, save_settings_to, settings_file_path,
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AnimSpeed, REPLAY_MOVE_INTERVAL_STEP_SECS, SOLVER_DEAL_RETRY_CAP, Settings, SyncBackend,
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TIME_BONUS_MULTIPLIER_STEP, TOOLTIP_DELAY_STEP_SECS, Theme, WindowGeometry, load_settings_from,
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save_settings_to, settings_file_path,
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};
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#[cfg(target_os = "android")]
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@@ -152,9 +149,7 @@ mod android_keystore;
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#[cfg(not(target_arch = "wasm32"))]
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pub mod auth_tokens;
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#[cfg(not(target_arch = "wasm32"))]
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pub use auth_tokens::{
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TokenError, delete_tokens, load_access_token, load_refresh_token, store_tokens,
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};
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pub use auth_tokens::{TokenError, delete_tokens, store_tokens};
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pub mod sync_client;
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pub use sync_client::LocalOnlyProvider;
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@@ -46,22 +46,6 @@ pub fn save_stats_to(path: &Path, stats: &StatsSnapshot) -> io::Result<()> {
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Ok(())
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}
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/// Load stats from the platform default path. Returns default if the path
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/// is unavailable or the file is missing/corrupt.
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pub fn load_stats() -> StatsSnapshot {
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stats_file_path()
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.map(|p| load_stats_from(&p))
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.unwrap_or_default()
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}
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/// Save stats to the platform default path. Returns an error if the platform
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/// data dir is unavailable or the write fails.
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pub fn save_stats(stats: &StatsSnapshot) -> io::Result<()> {
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let path = stats_file_path()
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.ok_or_else(|| io::Error::new(io::ErrorKind::NotFound, "platform data dir unavailable"))?;
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save_stats_to(&path, stats)
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}
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// ---------------------------------------------------------------------------
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// In-progress game state
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// ---------------------------------------------------------------------------
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@@ -245,18 +229,6 @@ pub fn delete_time_attack_session_at(path: &Path) -> io::Result<()> {
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}
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}
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/// Convenience helper for callers that want to stamp a session with the
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/// current wall-clock time. Equivalent to constructing the struct
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/// manually and setting `saved_at_unix_secs` to `SystemTime::now()`.
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pub fn time_attack_session_with_now(remaining_secs: f32, wins: u32) -> TimeAttackSession {
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let now = Utc::now().timestamp().max(0) as u64;
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TimeAttackSession {
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remaining_secs,
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wins,
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saved_at_unix_secs: now,
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}
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}
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/// Inner helper: delete `*.tmp` entries inside `dir`.
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///
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/// Per-file errors (already deleted, permission denied) are silently ignored.
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@@ -252,10 +252,17 @@ fn advance_card_anims(
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time: Res<Time>,
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paused: Option<Res<PausedResource>>,
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mut anims: Query<(Entity, &mut Transform, &mut CardAnim)>,
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mut redraw: MessageWriter<RequestRedraw>,
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) {
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if paused.is_some_and(|p| p.0) {
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return;
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}
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// Keep the winit loop awake at full frame rate while slides (including
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// staggered deals still in their delay phase) are in flight — required
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// for Android's reactive_low_power focused_mode.
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if !anims.is_empty() {
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redraw.write(RequestRedraw);
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}
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let dt = time.delta_secs();
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for (entity, mut transform, mut anim) in &mut anims {
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if anim.delay > 0.0 {
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@@ -558,10 +565,17 @@ fn drive_toast_display(
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paused: Option<Res<PausedResource>>,
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mut queue: ResMut<ToastQueue>,
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mut active: ResMut<ActiveToast>,
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mut redraw: MessageWriter<RequestRedraw>,
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) {
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if paused.is_some_and(|p| p.0) {
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return;
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}
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// Keep the loop ticking while a toast is displayed or queued so the
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// countdown advances and the despawn frame isn't held hostage by
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// Android's reactive_low_power wake ceiling.
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if active.entity.is_some() || !queue.0.is_empty() {
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redraw.write(RequestRedraw);
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}
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let dt = time.delta_secs();
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// Tick down the active toast timer.
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@@ -593,9 +607,9 @@ pub enum ToastVariant {
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/// Neutral system message — teal border. Default for `InfoToastEvent`,
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/// settings volume notifications, and the auto-complete announcement.
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Info,
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/// Caution / penalty — gold border. Currently unused by an in-engine
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/// event; kept so future warning-flavoured toasts have a slot.
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#[allow(dead_code)]
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/// Caution / penalty — gold border. Used by [`handle_warning_toast`]
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/// for `WarningToastEvent` messages (daily-challenge expiry, sync,
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/// theme-store, and leaderboard warnings).
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Warning,
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/// Failure / rejected action — pink border. Used by
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/// [`handle_move_rejected_toast`] for illegal-placement
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@@ -1,7 +1,7 @@
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//! Sound-effect playback via `kira`.
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//!
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//! Loads five embedded WAVs (`include_bytes!`) at startup and plays them in
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//! response to gameplay events:
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//! Loads seven embedded WAVs (`include_bytes!`) at startup — six SFX plus
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//! the ambient loop — and plays them in response to gameplay events:
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//!
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//! | Event | Sound |
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//! |---|---|
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@@ -10,6 +10,7 @@
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//! | `MoveRejectedEvent` | `card_invalid.wav` |
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//! | `NewGameRequestEvent` | `card_deal.wav` |
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//! | `GameWonEvent` | `win_fanfare.wav` |
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//! | `FoundationCompletedEvent` | `foundation_complete.wav` |
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//!
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//! An ambient loop (`ambient_loop.wav`) is started at plugin startup at very
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//! low volume (0.05 amplitude) routed through `music_track`.
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@@ -38,7 +39,7 @@ use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
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/// Volume amplitude for the stock-recycle draw sound (half of normal 1.0).
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const RECYCLE_VOLUME: f64 = 0.5;
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/// Volume amplitude for the ambient music loop placeholder.
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/// Volume amplitude for the ambient music loop.
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const AMBIENT_VOLUME: f64 = 0.05;
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/// Converts a linear amplitude (0.0–1.0+) to the `Decibels` type used by
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@@ -101,7 +102,7 @@ pub struct MuteState {
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pub music_muted: bool,
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}
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/// Plays sound effects and background music via `bevy_kira_audio`. Responds to game events (card place, flip, invalid move, win fanfare) and respects volume settings from `SettingsResource`.
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/// Plays sound effects and background music via `kira`. Responds to game events (card place, flip, invalid move, win fanfare) and respects volume settings from `SettingsResource`.
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pub struct AudioPlugin;
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impl Plugin for AudioPlugin {
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@@ -147,6 +147,7 @@ fn drive_auto_complete(
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time: Res<Time>,
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paused: Option<Res<PausedResource>>,
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mut moves: MessageWriter<MoveRequestEvent>,
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mut redraw: MessageWriter<RequestRedraw>,
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) {
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if !state.active {
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return;
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@@ -154,6 +155,10 @@ fn drive_auto_complete(
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if paused.is_some_and(|p| p.0) {
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return;
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}
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// Keepalive: the step-interval cooldown only advances on frames that
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// actually run, so keep the winit loop awake for the whole burst under
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// Android's reactive_low_power focused_mode.
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redraw.write(RequestRedraw);
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state.cooldown -= time.delta_secs();
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if state.cooldown > 0.0 {
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@@ -18,11 +18,6 @@
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//! The sine term is 0 at `t = 0` and `t = 1` and peaks at `t = 0.5`, so the
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//! card "floats up" in the middle of its travel and lands at its correct rest z.
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//!
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//! # Retargeting
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//!
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//! When a card is redirected mid-flight, call [`retarget_animation`]. It reads
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//! the current interpolated position so the card never snaps.
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//!
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//! # Coexistence with `CardAnim`
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//!
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//! `CardAnimation` and the legacy `CardAnim` can coexist in the same world but
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@@ -33,6 +28,7 @@
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use std::f32::consts::PI;
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use bevy::prelude::*;
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use bevy::window::RequestRedraw;
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use super::curves::{MotionCurve, sample_curve};
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use super::timing::compute_duration;
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@@ -122,8 +118,6 @@ impl CardAnimation {
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}
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/// Returns the current interpolated XY position without advancing time.
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///
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/// Used by [`retarget_animation`] to read mid-flight position cleanly.
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pub fn current_xy(&self) -> Vec2 {
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if self.duration <= 0.0 {
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return self.end;
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@@ -134,90 +128,6 @@ impl CardAnimation {
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}
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}
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// ---------------------------------------------------------------------------
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// Retarget helper
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// ---------------------------------------------------------------------------
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/// Redirects a card to a new destination without snapping or interrupting motion.
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///
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/// Reads the card's current interpolated position (from a live [`CardAnimation`]
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/// if present, or from `Transform` if stationary) and starts a fresh
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/// [`CardAnimation`] from that position. Duration is recalculated from the
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/// remaining distance so short paths stay quick.
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///
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/// # Velocity continuity
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///
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/// When a card is mid-flight, the new animation starts with a small positive
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/// `elapsed` offset (`carry`) derived from how far through the current animation
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/// the card is. This preserves a sense of forward momentum: the new curve does
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/// not restart from zero velocity, avoiding a visible "lurch" when the target
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/// changes rapidly.
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///
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/// The carry is deliberately small (≤ 10 % of the new duration) so that it
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/// never causes a visible position jump — the card's start position is still
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/// read from the current transform.
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///
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/// # Example
|
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///
|
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/// ```ignore
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/// // Inside a system that decides to move a card to a new target:
|
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/// let (entity, transform, anim) = cards.get(card_entity)?;
|
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/// retarget_animation(
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/// &mut commands,
|
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/// entity,
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/// anim, // Option<&CardAnimation>
|
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/// transform,
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/// Vec2::new(400.0, 200.0),
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/// resting_z,
|
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/// MotionCurve::SmoothSnap,
|
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/// );
|
||||
/// ```
|
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pub fn retarget_animation(
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commands: &mut Commands,
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entity: Entity,
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current_anim: Option<&CardAnimation>,
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transform: &Transform,
|
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new_end: Vec2,
|
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new_end_z: f32,
|
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curve: MotionCurve,
|
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) {
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let (current_xy, current_z, momentum_carry) = match current_anim {
|
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Some(anim) if anim.duration > 0.0 => {
|
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// Estimate how far into the current animation we are and carry
|
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// a small fraction of that progress into the new animation.
|
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// This avoids restarting from zero velocity and makes the motion
|
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// feel continuous when the target changes mid-flight.
|
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let t = (anim.elapsed / anim.duration).clamp(0.0, 1.0);
|
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// Cap at 10 % of the new animation so there's no visible jump.
|
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let carry = (t * 0.12).min(0.10);
|
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(anim.current_xy(), transform.translation.z, carry)
|
||||
}
|
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_ => (
|
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transform.translation.truncate(),
|
||||
transform.translation.z,
|
||||
0.0,
|
||||
),
|
||||
};
|
||||
|
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let distance = current_xy.distance(new_end);
|
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let duration = compute_duration(distance);
|
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|
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commands.entity(entity).insert(CardAnimation {
|
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start: current_xy,
|
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end: new_end,
|
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// Start slightly into the new animation to carry forward momentum.
|
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elapsed: momentum_carry * duration,
|
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duration,
|
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curve,
|
||||
delay: 0.0,
|
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start_z: current_z,
|
||||
end_z: new_end_z,
|
||||
z_lift: 8.0,
|
||||
scale_start: 1.0,
|
||||
scale_end: 1.0,
|
||||
});
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// System
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -232,10 +142,18 @@ pub(crate) fn advance_card_animations(
|
||||
time: Res<Time>,
|
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paused: Option<Res<PausedResource>>,
|
||||
mut q: Query<(Entity, &mut Transform, &mut CardAnimation)>,
|
||||
mut redraw: MessageWriter<RequestRedraw>,
|
||||
) {
|
||||
if paused.is_some_and(|p| p.0) {
|
||||
return;
|
||||
}
|
||||
// Keep the winit event loop awake while any animation (including one
|
||||
// still in its delay phase) needs per-frame ticks. Without this,
|
||||
// Android's reactive_low_power focused_mode only wakes at its 100 ms
|
||||
// ceiling and card slides render at ~10 fps.
|
||||
if !q.is_empty() {
|
||||
redraw.write(RequestRedraw);
|
||||
}
|
||||
let dt = time.delta_secs();
|
||||
|
||||
for (entity, mut transform, mut anim) in &mut q {
|
||||
|
||||
@@ -31,28 +31,6 @@
|
||||
//! ));
|
||||
//! ```
|
||||
//!
|
||||
//! Retarget a card mid-flight:
|
||||
//!
|
||||
//! ```ignore
|
||||
//! use solitaire_engine::card_animation::retarget_animation;
|
||||
//!
|
||||
//! fn handle_drop(
|
||||
//! mut commands: Commands,
|
||||
//! q: Query<(Entity, &Transform, Option<&CardAnimation>), With<CardEntity>>,
|
||||
//! ) {
|
||||
//! let (entity, transform, anim) = q.get(card_entity).unwrap();
|
||||
//! retarget_animation(
|
||||
//! &mut commands,
|
||||
//! entity,
|
||||
//! anim,
|
||||
//! transform,
|
||||
//! new_target_xy,
|
||||
//! new_target_z,
|
||||
//! MotionCurve::SmoothSnap,
|
||||
//! );
|
||||
//! }
|
||||
//! ```
|
||||
//!
|
||||
//! # Win cascade with `Expressive` curve
|
||||
//!
|
||||
//! The existing `AnimationPlugin` drives the win cascade with `CardAnim`
|
||||
@@ -80,7 +58,7 @@ pub mod interaction;
|
||||
pub mod timing;
|
||||
pub mod tuning;
|
||||
|
||||
pub use animation::{CardAnimation, retarget_animation, win_scatter_targets};
|
||||
pub use animation::{CardAnimation, win_scatter_targets};
|
||||
pub use chain::AnimationChain;
|
||||
pub use curves::{MotionCurve, sample_curve};
|
||||
pub use diagnostics::{FrameTimeDiagnostics, WINDOW_SIZE as DIAG_WINDOW_SIZE};
|
||||
@@ -307,6 +285,49 @@ mod tests {
|
||||
);
|
||||
}
|
||||
|
||||
/// Regression test for the v0.40.0 Android animation-lag bug: commit
|
||||
/// 38e4c03 switched Android to `reactive_low_power` focused_mode on the
|
||||
/// premise that animation systems write `RequestRedraw` while active,
|
||||
/// but the writers were never added — card slides rendered at the 100 ms
|
||||
/// wake ceiling (~10 fps). Active animations MUST emit `RequestRedraw`
|
||||
/// every frame; an idle board must not.
|
||||
#[test]
|
||||
fn active_card_animation_requests_redraw() {
|
||||
let mut app = App::new();
|
||||
app.add_plugins(MinimalPlugins)
|
||||
.add_plugins(CardAnimationPlugin);
|
||||
|
||||
// Idle board: no redraw requests.
|
||||
app.update();
|
||||
assert!(
|
||||
app.world().resource::<Messages<RequestRedraw>>().is_empty(),
|
||||
"no RequestRedraw expected while no animation is active"
|
||||
);
|
||||
|
||||
app.world_mut().spawn((
|
||||
Transform::from_translation(Vec3::ZERO),
|
||||
CardAnimation {
|
||||
start: Vec2::ZERO,
|
||||
end: Vec2::new(100.0, 0.0),
|
||||
elapsed: 0.0,
|
||||
duration: 1.0,
|
||||
curve: MotionCurve::Responsive,
|
||||
delay: 0.0,
|
||||
start_z: 0.0,
|
||||
end_z: 0.0,
|
||||
z_lift: 0.0,
|
||||
scale_start: 1.0,
|
||||
scale_end: 1.0,
|
||||
},
|
||||
));
|
||||
app.update();
|
||||
assert!(
|
||||
!app.world().resource::<Messages<RequestRedraw>>().is_empty(),
|
||||
"an active CardAnimation must write RequestRedraw each frame to \
|
||||
sustain the reactive render loop"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn card_animation_instant_snaps_on_zero_duration() {
|
||||
let mut app = App::new();
|
||||
|
||||
@@ -300,15 +300,6 @@ pub struct ForfeitEvent;
|
||||
#[derive(Message, Debug, Clone, Copy, Default)]
|
||||
pub struct ForfeitRequestEvent;
|
||||
|
||||
/// Fired when the player clicks "Scan for new themes" in Settings.
|
||||
///
|
||||
/// Consumed by `handle_scan_themes` in `SettingsPlugin`, which scans
|
||||
/// `user_theme_dir()` for `.zip` files, calls `import_theme()` on each
|
||||
/// unrecognised archive, refreshes [`crate::theme::ThemeRegistry`], and
|
||||
/// fires [`InfoToastEvent`] messages to report results.
|
||||
#[derive(Message, Debug, Clone, Copy, Default)]
|
||||
pub struct ScanThemesRequestEvent;
|
||||
|
||||
/// Fired when the player requests a hint (H key). Carries the source card ID
|
||||
/// and destination pile for visual highlighting.
|
||||
///
|
||||
|
||||
@@ -276,10 +276,16 @@ fn tick_shake_anim(
|
||||
time: Res<Time>,
|
||||
paused: Option<Res<PausedResource>>,
|
||||
mut anims: Query<(Entity, &mut Transform, &mut ShakeAnim)>,
|
||||
mut redraw: MessageWriter<RequestRedraw>,
|
||||
) {
|
||||
if paused.is_some_and(|p| p.0) {
|
||||
return;
|
||||
}
|
||||
// Sustain full-rate frames for the shake under Android's
|
||||
// reactive_low_power focused_mode.
|
||||
if !anims.is_empty() {
|
||||
redraw.write(RequestRedraw);
|
||||
}
|
||||
let dt = time.delta_secs();
|
||||
for (entity, mut transform, mut anim) in &mut anims {
|
||||
anim.elapsed += dt;
|
||||
@@ -356,10 +362,16 @@ fn tick_settle_anim(
|
||||
time: Res<Time>,
|
||||
paused: Option<Res<PausedResource>>,
|
||||
mut anims: Query<(Entity, &mut Transform, &mut SettleAnim)>,
|
||||
mut redraw: MessageWriter<RequestRedraw>,
|
||||
) {
|
||||
if paused.is_some_and(|p| p.0) {
|
||||
return;
|
||||
}
|
||||
// Sustain full-rate frames for the settle bounce under Android's
|
||||
// reactive_low_power focused_mode.
|
||||
if !anims.is_empty() {
|
||||
redraw.write(RequestRedraw);
|
||||
}
|
||||
let dt = time.delta_secs();
|
||||
for (entity, mut transform, mut anim) in &mut anims {
|
||||
anim.elapsed += dt;
|
||||
@@ -581,10 +593,16 @@ fn tick_foundation_flourish(
|
||||
(Entity, &mut Sprite, &mut FoundationMarkerFlourish),
|
||||
Without<FoundationFlourish>,
|
||||
>,
|
||||
mut redraw: MessageWriter<RequestRedraw>,
|
||||
) {
|
||||
if paused.is_some_and(|p| p.0) {
|
||||
return;
|
||||
}
|
||||
// Sustain full-rate frames for the flourish under Android's
|
||||
// reactive_low_power focused_mode.
|
||||
if !card_anims.is_empty() || !marker_anims.is_empty() {
|
||||
redraw.write(RequestRedraw);
|
||||
}
|
||||
let dt = time.delta_secs();
|
||||
|
||||
// Advance the King's scale pulse.
|
||||
|
||||
@@ -22,7 +22,7 @@ use std::collections::HashMap;
|
||||
use bevy::ecs::system::SystemParam;
|
||||
use bevy::input::ButtonInput;
|
||||
use bevy::input::touch::{TouchInput, TouchPhase, Touches};
|
||||
use bevy::math::{Vec2, Vec3};
|
||||
use bevy::math::Vec2;
|
||||
use bevy::prelude::*;
|
||||
use bevy::window::PrimaryWindow;
|
||||
#[cfg(not(target_os = "android"))]
|
||||
@@ -1370,17 +1370,37 @@ pub fn best_tableau_destination_for_stack(
|
||||
None
|
||||
}
|
||||
|
||||
/// Decide the auto-move for the face-up run headed by the clicked/tapped card.
|
||||
///
|
||||
/// The move covers **exactly** `run_len` cards — the run from the clicked
|
||||
/// card to the top of its pile. A lone top card goes to its best foundation
|
||||
/// (or tableau) destination; a multi-card run goes whole to the best tableau
|
||||
/// column. Runs larger or smaller than the clicked one are never considered.
|
||||
///
|
||||
/// Returns `(destination, count)`, or `None` when the clicked run has no
|
||||
/// legal destination.
|
||||
pub fn auto_move_for_run(
|
||||
clicked_card: &Card,
|
||||
pile: &KlondikePile,
|
||||
game: &GameState,
|
||||
run_len: usize,
|
||||
) -> Option<(KlondikePile, usize)> {
|
||||
if run_len == 1 {
|
||||
best_destination(clicked_card, game).map(|dest| (dest, 1))
|
||||
} else {
|
||||
best_tableau_destination_for_stack(clicked_card, pile, game, run_len)
|
||||
}
|
||||
}
|
||||
|
||||
/// System that detects double-clicks on face-up cards and fires `MoveRequestEvent`
|
||||
/// to the best legal destination.
|
||||
///
|
||||
/// Move priority:
|
||||
/// 1. Move the single **top** card to its best foundation (or tableau) destination.
|
||||
/// 2. If no single-card move exists and the clicked card is the base of a
|
||||
/// multi-card face-up stack, move the whole stack to the best tableau column.
|
||||
/// The move covers exactly the face-up run headed by the clicked card —
|
||||
/// see [`auto_move_for_run`].
|
||||
///
|
||||
/// When a multi-card stack double-click finds no legal destination (Priority 2
|
||||
/// returns `None`), fires `MoveRejectedEvent` with `from == to == pile` so the
|
||||
/// invalid-move sound plays and the source pile cards shake as feedback.
|
||||
/// When the clicked run has no legal destination, fires `MoveRejectedEvent`
|
||||
/// with `from == to == pile` so the invalid-move sound plays and the source
|
||||
/// pile cards shake as feedback.
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn handle_double_click(
|
||||
buttons: Res<ButtonInput<MouseButton>>,
|
||||
@@ -1411,7 +1431,11 @@ fn handle_double_click(
|
||||
return;
|
||||
};
|
||||
|
||||
// The topmost card in the draggable run — used as the double-click key.
|
||||
// The clicked card heads the run and keys the double-click: two clicks
|
||||
// on different cards of the same stack are not a double-click.
|
||||
let Some(clicked_card) = card_ids.first() else {
|
||||
return;
|
||||
};
|
||||
let Some(top_card) = card_ids.last() else {
|
||||
return;
|
||||
};
|
||||
@@ -1426,31 +1450,15 @@ fn handle_double_click(
|
||||
|
||||
let now = time.elapsed_secs();
|
||||
let prev = last_click
|
||||
.get(top_card)
|
||||
.get(clicked_card)
|
||||
.copied()
|
||||
.unwrap_or(f32::NEG_INFINITY);
|
||||
|
||||
if now - prev <= DOUBLE_CLICK_WINDOW {
|
||||
// Double-click confirmed.
|
||||
last_click.remove(top_card);
|
||||
last_click.remove(clicked_card);
|
||||
|
||||
// Priority 1: move the single top card (foundation preferred, then tableau).
|
||||
if let Some(dest) = best_destination(top_card, &game.0) {
|
||||
moves.write(MoveRequestEvent {
|
||||
from: pile,
|
||||
to: dest,
|
||||
count: 1,
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// Priority 2: if the player clicked the base of a multi-card face-up
|
||||
// stack (card_ids.len() > 1), try moving the whole stack to another
|
||||
// tableau column.
|
||||
if card_ids.len() > 1
|
||||
&& let Some((bottom_card, _)) = pile_cards.get(stack_index)
|
||||
&& let Some((dest, count)) =
|
||||
best_tableau_destination_for_stack(bottom_card, &pile, &game.0, card_ids.len())
|
||||
if let Some((dest, count)) = auto_move_for_run(clicked_card, &pile, &game.0, card_ids.len())
|
||||
{
|
||||
moves.write(MoveRequestEvent {
|
||||
from: pile,
|
||||
@@ -1460,14 +1468,10 @@ fn handle_double_click(
|
||||
return;
|
||||
}
|
||||
|
||||
// Both priorities failed — play the invalid-move sound and shake
|
||||
// the source pile as feedback. `MoveRejectedEvent` with
|
||||
// `from == to` routes the shake to the source pile (which
|
||||
// `start_shake_anim` reads from `ev.to`). Pre-fix, this branch
|
||||
// only fired for multi-card stacks, so a double-click on a
|
||||
// single card with no legal destination did nothing — no
|
||||
// sound, no shake. Now both single-card and stack misses get
|
||||
// the same feedback.
|
||||
// No legal destination for the clicked run — play the invalid-move
|
||||
// sound and shake the source pile as feedback. `MoveRejectedEvent`
|
||||
// with `from == to` routes the shake to the source pile (which
|
||||
// `start_shake_anim` reads from `ev.to`).
|
||||
rejected.write(MoveRejectedEvent {
|
||||
from: pile,
|
||||
to: pile,
|
||||
@@ -1475,7 +1479,7 @@ fn handle_double_click(
|
||||
});
|
||||
} else {
|
||||
// Single click — record the time.
|
||||
last_click.insert(top_card.clone(), now);
|
||||
last_click.insert(clicked_card.clone(), now);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1491,10 +1495,9 @@ fn handle_double_click(
|
||||
/// `cards`, and `origin_pile`; once `touch_end_drag` fires those fields
|
||||
/// are cleared and the tap/drag distinction is permanently lost.
|
||||
///
|
||||
/// Move priority:
|
||||
/// 1. Single top card to its best foundation (or tableau).
|
||||
/// 2. Whole face-up run to best tableau column when no single-card move exists.
|
||||
/// 3. `MoveRejectedEvent` for audio + shake feedback when no legal move found.
|
||||
/// The move covers exactly the face-up run headed by the tapped card —
|
||||
/// see [`auto_move_for_run`]. Fires `MoveRejectedEvent` for audio + shake
|
||||
/// feedback when the tapped run has no legal destination.
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn handle_double_tap(
|
||||
mut touch_events: MessageReader<TouchInput>,
|
||||
@@ -1554,8 +1557,7 @@ fn handle_double_tap(
|
||||
return;
|
||||
}
|
||||
|
||||
let Some((found_card, found_face_up)) = pile_cards.iter().find(|(c, _)| c == top_card)
|
||||
else {
|
||||
let Some((_, found_face_up)) = pile_cards.iter().find(|(c, _)| c == top_card) else {
|
||||
return;
|
||||
};
|
||||
if !*found_face_up {
|
||||
@@ -1591,53 +1593,27 @@ fn handle_double_tap(
|
||||
|
||||
// --- One-tap auto-move (original behaviour) ---
|
||||
|
||||
// Priority 1: move single top card.
|
||||
if let Some(dest) = best_destination(found_card, &game.0) {
|
||||
// Move exactly the run headed by the tapped card.
|
||||
if let Some(tapped_card) = drag.cards.first()
|
||||
&& let Some((dest, count)) =
|
||||
auto_move_for_run(tapped_card, tapped_pile, &game.0, drag.cards.len())
|
||||
{
|
||||
for (entity, ce, mut sprite) in card_sprites.iter_mut() {
|
||||
if ce.card == *top_card {
|
||||
if drag.cards.contains(&ce.card) {
|
||||
sprite.color = STATE_SUCCESS;
|
||||
commands.entity(entity).insert(HintHighlight {
|
||||
remaining: DOUBLE_TAP_FLASH_SECS,
|
||||
});
|
||||
break;
|
||||
}
|
||||
}
|
||||
moves.write(MoveRequestEvent {
|
||||
from: *tapped_pile,
|
||||
to: dest,
|
||||
count: 1,
|
||||
count,
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// Priority 2: move whole face-up stack to best tableau column.
|
||||
if drag.cards.len() > 1 {
|
||||
let stack_index = pile_cards.len() - drag.cards.len();
|
||||
if let Some((bottom_card, _)) = pile_cards.get(stack_index)
|
||||
&& let Some((dest, count)) = best_tableau_destination_for_stack(
|
||||
bottom_card,
|
||||
tapped_pile,
|
||||
&game.0,
|
||||
drag.cards.len(),
|
||||
)
|
||||
{
|
||||
for (entity, ce, mut sprite) in card_sprites.iter_mut() {
|
||||
if drag.cards.contains(&ce.card) {
|
||||
sprite.color = STATE_SUCCESS;
|
||||
commands.entity(entity).insert(HintHighlight {
|
||||
remaining: DOUBLE_TAP_FLASH_SECS,
|
||||
});
|
||||
}
|
||||
}
|
||||
moves.write(MoveRequestEvent {
|
||||
from: *tapped_pile,
|
||||
to: dest,
|
||||
count,
|
||||
});
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
rejected.write(MoveRejectedEvent {
|
||||
from: *tapped_pile,
|
||||
to: *tapped_pile,
|
||||
@@ -1806,10 +1782,5 @@ pub fn find_hint(game: &GameState) -> Option<(KlondikePile, KlondikePile)> {
|
||||
all_hints(game).into_iter().next()
|
||||
}
|
||||
|
||||
// `Vec3` is referenced only via the `DRAG_Z` constant; keep the import silenced
|
||||
// when the compiler can't see it used.
|
||||
#[allow(dead_code)]
|
||||
const _VEC3_REFERENCED: Option<Vec3> = None;
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests;
|
||||
|
||||
@@ -429,6 +429,118 @@ fn best_tableau_destination_for_stack_returns_none_when_no_legal_move() {
|
||||
);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// auto_move_for_run pure-function tests (issue #158)
|
||||
// -----------------------------------------------------------------------
|
||||
//
|
||||
// These need real positions — `can_move_cards` validates against the live
|
||||
// session, not the `set_test_*` overlays. Seeds 51 and 145 both deal an
|
||||
// Ace and its Two on tableau tops plus an opposite-color Three elsewhere,
|
||||
// letting two moves build a face-up [Three, Two] run whose top card is
|
||||
// foundation-eligible (the bait the pre-#158 code would take).
|
||||
|
||||
/// Deal `seed`, send the Ace on tableau 1 to its foundation, then stack the
|
||||
/// matching Two from `two_from` onto the opposite-color Three on `run_on`.
|
||||
/// Returns the game with a 2-card face-up run on `run_on`.
|
||||
fn deal_run_with_foundation_bait(seed: u64, two_from: Tableau, run_on: Tableau) -> GameState {
|
||||
let mut game = GameState::new(seed, DrawStockConfig::DrawOne);
|
||||
let (ace, _) = game
|
||||
.pile(KlondikePile::Tableau(Tableau::Tableau1))
|
||||
.last()
|
||||
.cloned()
|
||||
.expect("seed deals a card on tableau 1");
|
||||
let foundation = best_destination(&ace, &game).expect("ace has a foundation home");
|
||||
game.move_cards(KlondikePile::Tableau(Tableau::Tableau1), foundation, 1)
|
||||
.expect("ace moves to foundation");
|
||||
game.move_cards(
|
||||
KlondikePile::Tableau(two_from),
|
||||
KlondikePile::Tableau(run_on),
|
||||
1,
|
||||
)
|
||||
.expect("two stacks onto three");
|
||||
game
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn auto_move_for_run_moves_exact_clicked_run_not_top_card() {
|
||||
let game = deal_run_with_foundation_bait(51, Tableau::Tableau6, Tableau::Tableau5);
|
||||
let run_pile = KlondikePile::Tableau(Tableau::Tableau5);
|
||||
let cards = game.pile(run_pile);
|
||||
let (top, _) = cards.last().cloned().expect("run pile has cards");
|
||||
let (clicked, _) = cards[cards.len() - 2].clone();
|
||||
|
||||
// The bait: the lone top card has a foundation move available.
|
||||
assert!(
|
||||
matches!(
|
||||
best_destination(&top, &game),
|
||||
Some(KlondikePile::Foundation(_))
|
||||
),
|
||||
"precondition: run top card must be foundation-eligible"
|
||||
);
|
||||
|
||||
// Clicking the run base must move exactly the 2-card run to a tableau.
|
||||
match auto_move_for_run(&clicked, &run_pile, &game, 2) {
|
||||
Some((KlondikePile::Tableau(dest), 2)) => assert_ne!(dest, Tableau::Tableau5),
|
||||
other => panic!("expected a whole-run tableau move, got {other:?}"),
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn auto_move_for_run_rejects_when_clicked_run_cannot_move() {
|
||||
let game = deal_run_with_foundation_bait(145, Tableau::Tableau4, Tableau::Tableau7);
|
||||
let run_pile = KlondikePile::Tableau(Tableau::Tableau7);
|
||||
let cards = game.pile(run_pile);
|
||||
let (top, _) = cards.last().cloned().expect("run pile has cards");
|
||||
let (clicked, _) = cards[cards.len() - 2].clone();
|
||||
|
||||
assert!(
|
||||
matches!(
|
||||
best_destination(&top, &game),
|
||||
Some(KlondikePile::Foundation(_))
|
||||
),
|
||||
"precondition: run top card must be foundation-eligible"
|
||||
);
|
||||
|
||||
// The 2-card run has no legal home — the top card's foundation move
|
||||
// must NOT be taken as a substitute.
|
||||
assert_eq!(
|
||||
auto_move_for_run(&clicked, &run_pile, &game, 2),
|
||||
None,
|
||||
"an immovable clicked run must not fall back to a top-card move"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn auto_move_for_run_single_card_prefers_foundation() {
|
||||
// Seed 51 after the Ace reaches the foundation: the Two on tableau 6
|
||||
// is a lone face-up card that could go to the foundation OR onto the
|
||||
// Three on tableau 5. Foundation must win.
|
||||
let mut game = GameState::new(51, DrawStockConfig::DrawOne);
|
||||
let (ace, _) = game
|
||||
.pile(KlondikePile::Tableau(Tableau::Tableau1))
|
||||
.last()
|
||||
.cloned()
|
||||
.expect("seed 51 deals a card on tableau 1");
|
||||
let foundation = best_destination(&ace, &game).expect("ace has a foundation home");
|
||||
game.move_cards(KlondikePile::Tableau(Tableau::Tableau1), foundation, 1)
|
||||
.expect("ace moves to foundation");
|
||||
|
||||
let two_pile = KlondikePile::Tableau(Tableau::Tableau6);
|
||||
let (two, _) = game.pile(two_pile).last().cloned().expect("two on top");
|
||||
assert!(
|
||||
game.can_move_cards(&two_pile, &KlondikePile::Tableau(Tableau::Tableau5), 1),
|
||||
"precondition: a tableau destination also exists"
|
||||
);
|
||||
|
||||
assert!(
|
||||
matches!(
|
||||
auto_move_for_run(&two, &two_pile, &game, 1),
|
||||
Some((KlondikePile::Foundation(_), 1))
|
||||
),
|
||||
"a lone top card still prefers the foundation"
|
||||
);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Task #28 — find_hint pure-function tests
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
@@ -84,8 +84,8 @@ pub use card_animation::{
|
||||
AnimationChain, AnimationTuning, BufferedInput, CardAnimation, CardAnimationPlugin,
|
||||
DEAL_INTERVAL_SECS, DIAG_WINDOW_SIZE, FrameTimeDiagnostics, HoverState, InputBuffer,
|
||||
InputPlatform, MAX_DURATION_SECS, MIN_DURATION_SECS, MotionCurve, WIN_CASCADE_INTERVAL_SECS,
|
||||
WinCascadePlugin, cascade_delay, compute_duration, micro_vary, retarget_animation,
|
||||
sample_curve, win_scatter_targets,
|
||||
WinCascadePlugin, cascade_delay, compute_duration, micro_vary, sample_curve,
|
||||
win_scatter_targets,
|
||||
};
|
||||
pub use card_plugin::{
|
||||
CardEntity, CardImageSet, CardLabel, CardPlugin, HintHighlight, HintHighlightTimer,
|
||||
|
||||
@@ -1,5 +1,3 @@
|
||||
#![allow(dead_code)]
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
use super::*;
|
||||
@@ -27,960 +25,6 @@ pub(crate) struct ReplayScrubKeyHold {
|
||||
pub(crate) right_held_secs: f32,
|
||||
}
|
||||
|
||||
/// Marker on the keybind-hint footer row at the bottom edge of the
|
||||
/// banner. Carries two `Text` children: a vim-style mode indicator
|
||||
/// (`▌ NORMAL │ replay`) on the left and the keybind hint
|
||||
/// (`[SPACE] pause/resume`) on the right. 1 px top border in
|
||||
/// [`BORDER_SUBTLE`] separates it from the notch-label row above.
|
||||
///
|
||||
/// Surfaces the existing Space-key accelerator visually so the
|
||||
/// UI-first contract from CLAUDE.md §3.3 (every player action has
|
||||
/// a visible UI control) holds for keyboard accelerators too.
|
||||
/// Future commits that wire ESC for stop or ← / → for scrub will
|
||||
/// extend the right-hand text in lockstep — the footer always
|
||||
/// reflects what's actually wired, never aspirational.
|
||||
#[derive(Component, Debug)]
|
||||
pub struct ReplayOverlayKeybindFooter;
|
||||
|
||||
/// Marker on the bottom-edge **Move Log** panel — a separate root
|
||||
/// UI entity (not a child of the banner) that sits anchored to the
|
||||
/// viewport's bottom edge. Carries a header (`▌ MOVE LOG · N/M`)
|
||||
/// plus a row showing the most-recently-applied move.
|
||||
///
|
||||
/// Spawned by `spawn_overlay` alongside the banner and the
|
||||
/// floating progress chip; despawned by `react_to_state_change`
|
||||
/// on the same `Playing → Inactive` transition. Same lifecycle
|
||||
/// pattern as `ReplayFloatingProgressChip` — a sibling root, not
|
||||
/// a banner child, because it lives at a different screen anchor.
|
||||
///
|
||||
/// First slice of the move-log mockup at
|
||||
/// `docs/ui-mockups/replay-overlay-mobile.html` § "Move Log Card".
|
||||
/// Subsequent commits add prev/next rows and scrolling.
|
||||
#[derive(Component, Debug)]
|
||||
pub struct ReplayOverlayMoveLogPanel;
|
||||
|
||||
/// Marker on the move-log panel's header `Text`. Carries
|
||||
/// `▌ MOVE LOG · N/M` while a replay is playing; the
|
||||
/// `update_move_log_header` system repaints it as the cursor
|
||||
/// advances.
|
||||
#[derive(Component, Debug)]
|
||||
pub struct ReplayOverlayMoveLogHeader;
|
||||
|
||||
/// Marker on the move-log panel's active-row `Text`. Carries the
|
||||
/// most-recently-applied move's text (`47 │ waste → tableau 5`)
|
||||
/// when `cursor > 0`; empty when no moves have been applied yet
|
||||
/// (initial spawn) or in `Completed`/`Inactive` states. The
|
||||
/// `update_move_log_active_row` system repaints it as the cursor
|
||||
/// advances.
|
||||
#[derive(Component, Debug)]
|
||||
pub struct ReplayOverlayMoveLogActiveRow;
|
||||
|
||||
/// Marker on a "previous move" row above the active row.
|
||||
/// `offset` is the 1-based distance backwards from the active
|
||||
/// row: `offset = 1` is the move applied just before the active
|
||||
/// one (e.g. cursor=47 → row reads "46 │ ..."), `offset = 2` is
|
||||
/// the one before that, and so on. Up to [`MOVE_LOG_PREV_ROWS`]
|
||||
/// rows render above the active row.
|
||||
///
|
||||
/// Empty text when there isn't enough history (`offset >= cursor`,
|
||||
/// e.g. cursor=1 has no prev rows; cursor=2 has only the
|
||||
/// `offset = 1` row populated).
|
||||
#[derive(Component, Debug)]
|
||||
pub struct ReplayOverlayMoveLogPrevRow {
|
||||
/// Distance backwards from the active row (1-based).
|
||||
pub offset: u8,
|
||||
}
|
||||
|
||||
/// Marker on a "next move" row below the active row. `offset`
|
||||
/// is the 1-based distance forward from the active row:
|
||||
/// `offset = 1` is the move that will apply next
|
||||
/// (`replay.moves[cursor]`, displayed as `cursor + 1`),
|
||||
/// `offset = 2` is the one after that, and so on. Up to
|
||||
/// [`MOVE_LOG_NEXT_ROWS`] rows render below the active row.
|
||||
///
|
||||
/// Empty text when there isn't enough remaining replay
|
||||
/// (`cursor + offset - 1 >= moves.len()`, e.g. cursor=99 of
|
||||
/// a 100-move replay shows offset 1 but offset 2 stays empty).
|
||||
#[derive(Component, Debug)]
|
||||
pub struct ReplayOverlayMoveLogNextRow {
|
||||
/// Distance forward from the active row (1-based).
|
||||
pub offset: u8,
|
||||
}
|
||||
|
||||
/// Marker added to every top-level entity spawned by [`spawn_overlay`].
|
||||
/// `react_to_state_change` uses a single `Query<Entity, With<DespawnWithReplay>>`
|
||||
/// to despawn all of them, rather than keeping a separate query per
|
||||
/// entity type. Future sibling overlay surfaces just need this marker
|
||||
/// at spawn time — no changes to the despawn logic required.
|
||||
#[derive(Component, Debug)]
|
||||
pub struct DespawnWithReplay;
|
||||
|
||||
/// Marker on the mini-tableau preview panel root. A right-edge-anchored
|
||||
/// panel that shows a compact summary of the live game state during
|
||||
/// replay: the four foundation tops and the stock / waste heads.
|
||||
/// Spawned as a sibling root entity (same lifecycle pattern as
|
||||
/// [`ReplayOverlayMoveLogPanel`]) at `right: 0`, `top: MINI_TABLEAU_TOP_OFFSET`.
|
||||
#[derive(Component, Debug)]
|
||||
pub struct ReplayMiniTableauPanel;
|
||||
|
||||
/// Marker on the foundations row `Text` inside the mini-tableau panel.
|
||||
/// Carries `F: A♠ 7♥ 5♦ K♣` (or `--` for empty slots); repainted by
|
||||
/// `update_mini_tableau` whenever [`GameStateResource`] changes.
|
||||
#[derive(Component, Debug)]
|
||||
pub struct ReplayMiniTableauFoundations;
|
||||
|
||||
/// Marker on the stock/waste row `Text` inside the mini-tableau panel.
|
||||
/// Carries `STK:14 WST:7♥`; repainted by `update_mini_tableau` whenever
|
||||
/// [`GameStateResource`] changes.
|
||||
#[derive(Component, Debug)]
|
||||
pub struct ReplayMiniTableauStockWaste;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Plugin
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Bevy plugin that registers every system needed to drive the replay
|
||||
/// overlay's lifecycle.
|
||||
///
|
||||
/// The plugin is independent of [`crate::replay_playback::ReplayPlaybackPlugin`]
|
||||
/// — it only reads the shared `ReplayPlaybackState` resource. Tests insert
|
||||
/// the resource manually and exercise the overlay in isolation.
|
||||
pub struct ReplayOverlayPlugin;
|
||||
|
||||
impl Plugin for ReplayOverlayPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
// The systems are ordered so that, on a single frame:
|
||||
// 1. The state-watcher spawns or despawns the overlay if the
|
||||
// `ReplayPlaybackState` resource changed.
|
||||
// 2. The completion-text update swaps the banner label when the
|
||||
// state is `Completed`.
|
||||
// 3. The progress-text update writes the latest "Move N of M".
|
||||
// 4. The Stop-button click handler reads `Interaction::Pressed`
|
||||
// and calls `stop_replay_playback` (which mutates the state).
|
||||
// Putting Stop last means a click in frame N is observed by
|
||||
// `react_to_state_change` in frame N+1, which then despawns the
|
||||
// overlay in response — a clean state-driven loop.
|
||||
// Step-button handler dispatches into the same canonical move
|
||||
// / draw events that the tick loop fires. Register them
|
||||
// defensively here so this plugin can run under
|
||||
// `MinimalPlugins` without the playback plugin attached;
|
||||
// `add_message` is idempotent so the duplicate registration
|
||||
// in production (alongside `replay_playback`) is harmless.
|
||||
app.init_resource::<ReplayScrubKeyHold>()
|
||||
.add_message::<MoveRequestEvent>()
|
||||
.add_message::<DrawRequestEvent>()
|
||||
.add_message::<UndoRequestEvent>()
|
||||
.add_message::<StateChangedEvent>()
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
react_to_state_change,
|
||||
update_banner_label,
|
||||
update_progress_text,
|
||||
update_floating_progress_chip,
|
||||
update_scrub_fill,
|
||||
update_move_log_header,
|
||||
update_move_log_active_row,
|
||||
update_move_log_prev_rows,
|
||||
update_move_log_next_rows,
|
||||
update_mini_tableau_foundations,
|
||||
update_mini_tableau_stock_waste,
|
||||
update_pause_button_label,
|
||||
handle_pause_button,
|
||||
handle_step_button,
|
||||
handle_pause_keyboard,
|
||||
handle_stop_keyboard,
|
||||
handle_arrow_keyboard,
|
||||
handle_stop_button,
|
||||
)
|
||||
.chain(),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Spawning
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Reads [`ReplayPlaybackState`] every time the resource changes and either
|
||||
/// spawns or despawns the overlay accordingly. Treats the resource as the
|
||||
/// single source of truth — the spawn / despawn decision is derived from
|
||||
/// `is_playing() || is_completed()` rather than tracking previous-state
|
||||
/// transitions explicitly, which keeps the system stateless.
|
||||
pub(crate) fn react_to_state_change(
|
||||
mut commands: Commands,
|
||||
state: Res<ReplayPlaybackState>,
|
||||
roots: Query<Entity, With<ReplayOverlayRoot>>,
|
||||
despawnable: Query<Entity, With<DespawnWithReplay>>,
|
||||
font_res: Option<Res<FontResource>>,
|
||||
) {
|
||||
if !state.is_changed() {
|
||||
return;
|
||||
}
|
||||
|
||||
let should_be_visible = state.is_playing() || state.is_completed();
|
||||
let already_spawned = roots.iter().next().is_some();
|
||||
|
||||
if should_be_visible && !already_spawned {
|
||||
spawn_overlay(&mut commands, font_res.as_deref(), &state);
|
||||
} else if !should_be_visible && already_spawned {
|
||||
// Despawn all sibling root entities in one loop — every entity
|
||||
// spawned by `spawn_overlay` carries `DespawnWithReplay` for
|
||||
// exactly this purpose.
|
||||
for entity in &despawnable {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
}
|
||||
// The `should_be_visible && already_spawned` branch is a no-op here —
|
||||
// the per-frame text update systems below repaint the banner label
|
||||
// and progress readout in place without a respawn.
|
||||
}
|
||||
|
||||
/// Spawns the banner — a flex-row Node anchored to the top edge of the
|
||||
/// window with three children: the "▌ replay" / "▌ replay complete" label,
|
||||
/// the centred progress text, and the right-aligned Stop button.
|
||||
pub(crate) fn spawn_overlay(
|
||||
commands: &mut Commands,
|
||||
font_res: Option<&FontResource>,
|
||||
state: &ReplayPlaybackState,
|
||||
) {
|
||||
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
|
||||
// Clone for the floating chip spawn that runs *after* the
|
||||
// banner's `.with_children(|banner| { ... })` closure consumes
|
||||
// the original `font_handle`. Cheap — Bevy's `Handle<Font>` is
|
||||
// `Arc`-backed, the clone bumps a refcount.
|
||||
let font_handle_for_floating = font_handle.clone();
|
||||
// Second clone for the scrub-bar label row and keybind footer
|
||||
// inside the outer banner closure. The inner top-row closure
|
||||
// consumes the original `font_handle` for the progress-chip
|
||||
// text, so by the time the outer closure reaches the
|
||||
// label-row / footer spawns the original is gone.
|
||||
// `font_handle_for_labels` is `.clone()`'d (never moved) inside
|
||||
// the labels closure, so it's still alive for the footer
|
||||
// spawn afterwards — single shared clone covers both.
|
||||
let font_handle_for_labels = font_handle.clone();
|
||||
// Third clone for the move-log panel — a separate root
|
||||
// entity spawned after the banner closure closes. Mirrors the
|
||||
// floating-chip clone reasoning.
|
||||
let font_handle_for_move_log = font_handle.clone();
|
||||
// Fourth clone for the mini-tableau preview panel.
|
||||
let font_handle_for_mini_tableau = font_handle.clone();
|
||||
|
||||
let banner_label = if state.is_completed() {
|
||||
"\u{258C} replay complete" // ▌ — cursor-block prefix; matches the splash boot-screen convention.
|
||||
} else {
|
||||
"\u{258C} replay" // ▌
|
||||
};
|
||||
let progress_label = format_progress(state);
|
||||
|
||||
// Tableau dim layer — full-screen scrim at z = Z_REPLAY_DIM (= 54).
|
||||
// Spawned first so it sits behind the banner (z=55) and move-log (z=55)
|
||||
// in the UI stacking context. World-space sprites (cards, badges) are
|
||||
// always below any UI node, so the dim layer darkens the entire
|
||||
// gameplay scene without needing to touch card_plugin. No Interaction
|
||||
// component — purely visual.
|
||||
commands.spawn((
|
||||
ReplayTableauDimLayer,
|
||||
DespawnWithReplay,
|
||||
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::srgba(0.0, 0.0, 0.0, TABLEAU_DIM_ALPHA)),
|
||||
ZIndex(Z_REPLAY_DIM),
|
||||
GlobalZIndex(Z_REPLAY_DIM),
|
||||
));
|
||||
|
||||
let banner_bg = Color::srgba(
|
||||
BG_ELEVATED_HI.to_srgba().red,
|
||||
BG_ELEVATED_HI.to_srgba().green,
|
||||
BG_ELEVATED_HI.to_srgba().blue,
|
||||
BANNER_ALPHA,
|
||||
);
|
||||
|
||||
commands
|
||||
.spawn((
|
||||
ReplayOverlayRoot,
|
||||
DespawnWithReplay,
|
||||
Node {
|
||||
position_type: PositionType::Absolute,
|
||||
left: Val::Px(0.0),
|
||||
top: Val::Px(0.0),
|
||||
width: Val::Percent(100.0),
|
||||
height: Val::Px(BANNER_HEIGHT),
|
||||
// Column outer so the content row sits above the 1px
|
||||
// scrub bar at the bottom edge.
|
||||
flex_direction: FlexDirection::Column,
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(banner_bg),
|
||||
// Pin the banner to its z layer in both the local and the
|
||||
// global stacking context — `GlobalZIndex` matters because
|
||||
// the overlay is a top-level Node (no parent), and Bevy 0.18
|
||||
// has historically had subtle stacking-context drift here.
|
||||
ZIndex(Z_REPLAY_OVERLAY),
|
||||
GlobalZIndex(Z_REPLAY_OVERLAY),
|
||||
))
|
||||
.with_children(|banner| {
|
||||
// Top row: the existing content (label / progress / Stop).
|
||||
banner
|
||||
.spawn(Node {
|
||||
flex_grow: 1.0,
|
||||
flex_direction: FlexDirection::Row,
|
||||
align_items: AlignItems::Center,
|
||||
justify_content: JustifyContent::SpaceBetween,
|
||||
padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
|
||||
column_gap: VAL_SPACE_4,
|
||||
..default()
|
||||
})
|
||||
.with_children(|row| {
|
||||
// Left: column with the accent "▌ replay" headline
|
||||
// above and a small `GAME #YYYY-DDD` caption below.
|
||||
// The caption mirrors the mockup's right-anchored
|
||||
// game identifier but stays visually grouped with
|
||||
// the headline so the two pieces of "this is a
|
||||
// replay of game X" read as a single unit.
|
||||
row.spawn(Node {
|
||||
flex_direction: FlexDirection::Column,
|
||||
align_items: AlignItems::FlexStart,
|
||||
row_gap: Val::Px(2.0),
|
||||
..default()
|
||||
})
|
||||
.with_children(|left| {
|
||||
left.spawn((
|
||||
ReplayOverlayBannerText,
|
||||
Text::new(banner_label),
|
||||
TextFont {
|
||||
font: font_handle.clone(),
|
||||
font_size: TYPE_HEADLINE,
|
||||
..default()
|
||||
},
|
||||
TextColor(ACCENT_PRIMARY),
|
||||
));
|
||||
left.spawn((
|
||||
ReplayOverlayGameCaption,
|
||||
Text::new(format_game_caption(state).unwrap_or_default()),
|
||||
TextFont {
|
||||
font: font_handle.clone(),
|
||||
font_size: TYPE_CAPTION,
|
||||
..default()
|
||||
},
|
||||
TextColor(TEXT_SECONDARY),
|
||||
));
|
||||
});
|
||||
|
||||
// Centre: progress readout, wrapped in a 1 px
|
||||
// ACCENT_PRIMARY-bordered chip so it reads as a
|
||||
// discrete callout rather than free-floating
|
||||
// text. No fill — the Terminal aesthetic gets
|
||||
// depth from borders + tonal layering, not
|
||||
// shadows. The marker stays on the inner Text so
|
||||
// `update_progress_text` keeps working unchanged.
|
||||
row.spawn((
|
||||
Node {
|
||||
border: UiRect::all(Val::Px(1.0)),
|
||||
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_1),
|
||||
..default()
|
||||
},
|
||||
BorderColor::all(ACCENT_PRIMARY),
|
||||
))
|
||||
.with_children(|chip| {
|
||||
chip.spawn((
|
||||
ReplayOverlayProgressText,
|
||||
Text::new(progress_label),
|
||||
TextFont {
|
||||
font: font_handle,
|
||||
font_size: TYPE_BODY,
|
||||
..default()
|
||||
},
|
||||
TextColor(TEXT_PRIMARY),
|
||||
));
|
||||
});
|
||||
|
||||
// Right: Stop button. Tertiary variant — the
|
||||
// action is available but not the loudest element
|
||||
// in the banner; the "Replay" primary accent owns
|
||||
// that slot. `spawn_modal_button` gives us hover /
|
||||
// press paint and focus rings for free via the
|
||||
// existing `UiModalPlugin` paint system.
|
||||
row.spawn(Node {
|
||||
flex_direction: FlexDirection::Row,
|
||||
align_items: AlignItems::Center,
|
||||
column_gap: VAL_SPACE_2,
|
||||
..default()
|
||||
})
|
||||
.with_children(|wrap| {
|
||||
// Pause / Resume label is set from the current
|
||||
// state so a freshly-spawned overlay (which
|
||||
// currently always starts unpaused) reads
|
||||
// "Pause". `update_pause_button_label`
|
||||
// repaints it whenever the state changes.
|
||||
spawn_modal_button(
|
||||
wrap,
|
||||
ReplayPauseButton,
|
||||
pause_button_label(state),
|
||||
None,
|
||||
ButtonVariant::Tertiary,
|
||||
font_res,
|
||||
);
|
||||
spawn_modal_button(
|
||||
wrap,
|
||||
ReplayStepButton,
|
||||
"Step",
|
||||
None,
|
||||
ButtonVariant::Tertiary,
|
||||
font_res,
|
||||
);
|
||||
spawn_modal_button(
|
||||
wrap,
|
||||
ReplayStopButton,
|
||||
"Stop",
|
||||
None,
|
||||
ButtonVariant::Tertiary,
|
||||
font_res,
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
// Bottom edge: 1px-tall scrub bar. Track in `BORDER_SUBTLE`,
|
||||
// fill in `ACCENT_PRIMARY`. The fill width is rewritten by
|
||||
// [`update_scrub_fill`] every tick the cursor advances.
|
||||
// Initial fill width matches the spawn-time progress so the
|
||||
// first-frame paint already reflects state instead of
|
||||
// popping from 0 → cursor on the first tick.
|
||||
let initial_scrub_pct = scrub_pct(state);
|
||||
let win_pct = win_move_marker_pct(state);
|
||||
banner
|
||||
.spawn((
|
||||
Node {
|
||||
width: Val::Percent(100.0),
|
||||
height: Val::Px(1.0),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(BORDER_SUBTLE),
|
||||
// HC marker: bumps the 1 px track from #505050
|
||||
// → #a0a0a0 under high-contrast mode. The track
|
||||
// paints via BackgroundColor (it's a 1 px Node,
|
||||
// not a border on a wider container) so the
|
||||
// BorderColor-targeting HighContrastBorder marker
|
||||
// doesn't apply — HighContrastBackground is the
|
||||
// parallel primitive for this case.
|
||||
HighContrastBackground::with_default(BORDER_SUBTLE),
|
||||
))
|
||||
.with_children(|track| {
|
||||
track.spawn((
|
||||
ReplayOverlayScrubFill,
|
||||
Node {
|
||||
width: Val::Percent(initial_scrub_pct),
|
||||
height: Val::Percent(100.0),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(ACCENT_PRIMARY),
|
||||
));
|
||||
// WIN MOVE marker — small green tick anchored at
|
||||
// `win_move_index / total`. Spawned only when the
|
||||
// active replay carries the field; older replays
|
||||
// pre-dating `win_move_index` simply don't get a
|
||||
// marker. Centered vertically on the 1px track via
|
||||
// a 3px-tall node offset 1px above the track top so
|
||||
// 1px sits above and 1px below the track line.
|
||||
if let Some(pct) = win_pct {
|
||||
track.spawn((
|
||||
ReplayOverlayWinMoveMarker,
|
||||
Node {
|
||||
position_type: PositionType::Absolute,
|
||||
left: Val::Percent(pct),
|
||||
top: Val::Px(-1.0),
|
||||
width: Val::Px(2.0),
|
||||
height: Val::Px(3.0),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(STATE_SUCCESS),
|
||||
// HC bump: lime → brighter lime so the win
|
||||
// marker reads clearly above the bumped
|
||||
// notch ticks (BORDER_SUBTLE_HC gray) under
|
||||
// high-contrast mode.
|
||||
HighContrastBackground::with_hc(STATE_SUCCESS, STATE_SUCCESS_HC),
|
||||
));
|
||||
}
|
||||
// Fixed quarter-mark notches: five 1px vertical
|
||||
// ticks at 0 / 25 / 50 / 75 / 100 % that give the
|
||||
// player visual anchor points without needing to
|
||||
// mentally bisect the bar. Painted in
|
||||
// BORDER_SUBTLE — same colour as the unfilled
|
||||
// track — so visibility comes from extending past
|
||||
// the 1px track height (5px tall, anchored 2px
|
||||
// above the track top) rather than colour
|
||||
// contrast. Spawned *after* the WIN MOVE marker
|
||||
// so a notch and the marker landing on the same
|
||||
// percentage paint the marker on top.
|
||||
for pct in scrub_notch_positions() {
|
||||
track.spawn((
|
||||
ReplayOverlayScrubNotch,
|
||||
Node {
|
||||
position_type: PositionType::Absolute,
|
||||
left: Val::Percent(pct),
|
||||
top: Val::Px(-2.0),
|
||||
width: Val::Px(1.0),
|
||||
height: Val::Px(5.0),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(BORDER_SUBTLE),
|
||||
// Same HC-paint reasoning as the track
|
||||
// above: 5 px tall × 1 px wide tick mark
|
||||
// paints via BackgroundColor, so
|
||||
// HighContrastBackground (not -Border) is
|
||||
// the right marker.
|
||||
HighContrastBackground::with_default(BORDER_SUBTLE),
|
||||
));
|
||||
}
|
||||
});
|
||||
|
||||
// Third banner row: percentage labels (`0%` / `25%` /
|
||||
// `50%` / `75%` / `100%`) under each scrub-bar notch.
|
||||
// Sibling of (not child of) the 1px track because labels
|
||||
// need their own vertical real estate (TYPE_CAPTION text
|
||||
// doesn't fit inside a 1px container). Position math:
|
||||
// track Node has `Val::Percent(p)` referencing the
|
||||
// banner's full width; this label row also has the
|
||||
// banner's full width, so labels at the same
|
||||
// percentages line up vertically with their notches.
|
||||
let labels = scrub_notch_labels();
|
||||
let positions = scrub_notch_positions();
|
||||
banner
|
||||
.spawn(Node {
|
||||
width: Val::Percent(100.0),
|
||||
height: Val::Px(SCRUB_LABEL_ROW_HEIGHT),
|
||||
position_type: PositionType::Relative,
|
||||
..default()
|
||||
})
|
||||
.with_children(|row| {
|
||||
for (i, (label, pct)) in labels.iter().zip(positions.iter()).enumerate() {
|
||||
// Endpoints flush to the row's edges; middle
|
||||
// three labels use the `translateX(-50%)`
|
||||
// pattern for Bevy 0.18 UI: a fixed-width
|
||||
// container is placed at `left: Percent(pct)`
|
||||
// then shifted left by half its own width via
|
||||
// `margin.left: Px(-SCRUB_LABEL_CENTER_WIDTH/2)`.
|
||||
// `Justify::Center` renders the text centred
|
||||
// within the container so the text's visual
|
||||
// centre coincides with the notch line.
|
||||
let (node, justify) = if i == 0 {
|
||||
(
|
||||
Node {
|
||||
position_type: PositionType::Absolute,
|
||||
top: Val::Px(2.0),
|
||||
left: Val::Px(0.0),
|
||||
..default()
|
||||
},
|
||||
Justify::Left,
|
||||
)
|
||||
} else if i == labels.len() - 1 {
|
||||
(
|
||||
Node {
|
||||
position_type: PositionType::Absolute,
|
||||
top: Val::Px(2.0),
|
||||
right: Val::Px(0.0),
|
||||
..default()
|
||||
},
|
||||
Justify::Right,
|
||||
)
|
||||
} else {
|
||||
(
|
||||
Node {
|
||||
position_type: PositionType::Absolute,
|
||||
top: Val::Px(2.0),
|
||||
left: Val::Percent(*pct),
|
||||
width: Val::Px(SCRUB_LABEL_CENTER_WIDTH),
|
||||
margin: UiRect {
|
||||
left: Val::Px(-SCRUB_LABEL_CENTER_WIDTH / 2.0),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
Justify::Center,
|
||||
)
|
||||
};
|
||||
row.spawn((
|
||||
ReplayOverlayScrubNotchLabel,
|
||||
node,
|
||||
Text::new(*label),
|
||||
TextLayout::new_with_justify(justify),
|
||||
TextFont {
|
||||
font: font_handle_for_labels.clone(),
|
||||
font_size: TYPE_CAPTION,
|
||||
..default()
|
||||
},
|
||||
// TEXT_SECONDARY keeps the subdued visual
|
||||
// hierarchy (caption, not headline) while
|
||||
// staying readable against BG_ELEVATED_HI.
|
||||
TextColor(TEXT_SECONDARY),
|
||||
));
|
||||
}
|
||||
});
|
||||
|
||||
// Fourth banner row: keybind-hint footer. Vim-style
|
||||
// mode line on the left (`▌ NORMAL │ replay`), keybind
|
||||
// hint on the right (`[SPACE] pause/resume`), 1px top
|
||||
// border in BORDER_SUBTLE separating it from the
|
||||
// labels row above. Surfaces the existing Space
|
||||
// accelerator visually so CLAUDE.md §3.3's UI-first
|
||||
// contract holds for keyboard accelerators too.
|
||||
banner
|
||||
.spawn((
|
||||
ReplayOverlayKeybindFooter,
|
||||
Node {
|
||||
width: Val::Percent(100.0),
|
||||
height: Val::Px(KEYBIND_FOOTER_HEIGHT),
|
||||
flex_direction: FlexDirection::Row,
|
||||
justify_content: JustifyContent::SpaceBetween,
|
||||
align_items: AlignItems::Center,
|
||||
padding: UiRect::horizontal(VAL_SPACE_4),
|
||||
border: UiRect::top(Val::Px(1.0)),
|
||||
..default()
|
||||
},
|
||||
BorderColor::all(BORDER_SUBTLE),
|
||||
// Marker for `apply_high_contrast_borders`: bumps
|
||||
// the 1 px top border from BORDER_SUBTLE (#505050)
|
||||
// to BORDER_SUBTLE_HC (#a0a0a0) when
|
||||
// `Settings::high_contrast_mode` is on. Without
|
||||
// this the footer reads as floating loose under
|
||||
// HC because the border that visually anchors it
|
||||
// to the labels row above is near-invisible.
|
||||
HighContrastBorder::with_default(BORDER_SUBTLE),
|
||||
))
|
||||
.with_children(|footer| {
|
||||
footer.spawn((
|
||||
Text::new(keybind_footer_mode_text()),
|
||||
TextFont {
|
||||
font: font_handle_for_labels.clone(),
|
||||
font_size: TYPE_CAPTION,
|
||||
..default()
|
||||
},
|
||||
TextColor(TEXT_SECONDARY),
|
||||
));
|
||||
if SHOW_KEYBOARD_ACCELERATORS {
|
||||
footer.spawn((
|
||||
Text::new(keybind_footer_hint_text()),
|
||||
TextFont {
|
||||
font: font_handle_for_labels.clone(),
|
||||
font_size: TYPE_CAPTION,
|
||||
..default()
|
||||
},
|
||||
TextColor(TEXT_SECONDARY),
|
||||
));
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
// Floating progress chip — a 2D world-space `Text2d` rendered
|
||||
// above the destination pile of the most-recently-applied move.
|
||||
// Sibling of (not child of) the banner overlay because it lives
|
||||
// in world-space coordinates, not the UI tree. Spawned hidden;
|
||||
// `update_floating_progress_chip` shows + positions it on the
|
||||
// first frame the cursor advances past 0. Lifecycle matches
|
||||
// the banner overlay — `react_to_state_change` despawns both
|
||||
// when the replay state transitions back to `Inactive`.
|
||||
commands.spawn((
|
||||
ReplayFloatingProgressChip,
|
||||
DespawnWithReplay,
|
||||
Text2d::new(format_progress(state)),
|
||||
TextFont {
|
||||
font: font_handle_for_floating,
|
||||
font_size: TYPE_BODY,
|
||||
..default()
|
||||
},
|
||||
TextColor(TEXT_PRIMARY),
|
||||
// High Z keeps the chip above every card stack
|
||||
// (Z_DROP_OVERLAY = 50, Z_STOCK_BADGE = 30, regular cards
|
||||
// stack to the low double digits at most).
|
||||
Transform::from_xyz(0.0, 0.0, 100.0),
|
||||
Visibility::Hidden,
|
||||
));
|
||||
|
||||
// Move-log panel — a separate root UI entity anchored to the
|
||||
// viewport's bottom edge. Carries a `▌ MOVE LOG · N/M` header
|
||||
// plus a row showing the most-recently-applied move.
|
||||
// Sibling-of-banner pattern (not a banner child) because the
|
||||
// panel lives at a different screen anchor and has its own
|
||||
// spawn/despawn lifecycle synced via `react_to_state_change`.
|
||||
let banner_bg = Color::srgba(
|
||||
BG_ELEVATED_HI.to_srgba().red,
|
||||
BG_ELEVATED_HI.to_srgba().green,
|
||||
BG_ELEVATED_HI.to_srgba().blue,
|
||||
BANNER_ALPHA,
|
||||
);
|
||||
commands
|
||||
.spawn((
|
||||
ReplayOverlayMoveLogPanel,
|
||||
DespawnWithReplay,
|
||||
Node {
|
||||
position_type: PositionType::Absolute,
|
||||
left: Val::Px(0.0),
|
||||
bottom: Val::Px(0.0),
|
||||
width: Val::Percent(100.0),
|
||||
height: Val::Px(MOVE_LOG_PANEL_HEIGHT),
|
||||
flex_direction: FlexDirection::Column,
|
||||
align_items: AlignItems::FlexStart,
|
||||
justify_content: JustifyContent::Center,
|
||||
padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
|
||||
row_gap: VAL_SPACE_1,
|
||||
border: UiRect::top(Val::Px(1.0)),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(banner_bg),
|
||||
BorderColor::all(BORDER_SUBTLE),
|
||||
// Same z-stack rationale as the banner — above gameplay,
|
||||
// below modals.
|
||||
ZIndex(Z_REPLAY_OVERLAY),
|
||||
GlobalZIndex(Z_REPLAY_OVERLAY),
|
||||
// HC marker so the top border bumps under HC mode.
|
||||
// Without it the panel reads as floating loose because
|
||||
// the border that anchors it to the gameplay area above
|
||||
// is near-invisible at #505050.
|
||||
HighContrastBorder::with_default(BORDER_SUBTLE),
|
||||
))
|
||||
.with_children(|panel| {
|
||||
// Header row: `▌ MOVE LOG · N/M` in ACCENT_PRIMARY for
|
||||
// the cursor-block prefix consistency with the banner
|
||||
// headline.
|
||||
panel.spawn((
|
||||
ReplayOverlayMoveLogHeader,
|
||||
Text::new(format_move_log_header(state)),
|
||||
TextFont {
|
||||
font: font_handle_for_move_log.clone(),
|
||||
font_size: TYPE_CAPTION,
|
||||
..default()
|
||||
},
|
||||
TextColor(ACCENT_PRIMARY),
|
||||
));
|
||||
// Prev rows — render above the active row in display
|
||||
// order (oldest first), so the active row sits at the
|
||||
// bottom of the visible window. Spawn from
|
||||
// MOVE_LOG_PREV_ROWS down to 1 (offset 2, then 1) so
|
||||
// the highest-offset (oldest) row is topmost in the
|
||||
// panel's flex column. Each carries
|
||||
// ReplayOverlayMoveLogPrevRow { offset } — the
|
||||
// per-frame system reads `offset` and recomputes the
|
||||
// text on cursor advance. Painted in TEXT_SECONDARY
|
||||
// so the active row stands out from context rows.
|
||||
for offset in (1..=MOVE_LOG_PREV_ROWS as u8).rev() {
|
||||
panel.spawn((
|
||||
ReplayOverlayMoveLogPrevRow { offset },
|
||||
Text::new(format_kth_recent_row(state, offset as usize + 1)),
|
||||
TextFont {
|
||||
font: font_handle_for_move_log.clone(),
|
||||
font_size: TYPE_BODY,
|
||||
..default()
|
||||
},
|
||||
TextColor(TEXT_SECONDARY),
|
||||
));
|
||||
}
|
||||
// Active move row. Wrapped in a Node with an
|
||||
// ACCENT_PRIMARY background so the row reads as
|
||||
// "current focus" — the player can scan vertically
|
||||
// and the highlighted row is the move that just
|
||||
// applied. Empty text at spawn time when cursor=0;
|
||||
// the per-frame update system populates it as the
|
||||
// cursor advances. Text colour is TEXT_PRIMARY_HC
|
||||
// (near-white) for contrast against the brick-red
|
||||
// background — same trick as the modal-button
|
||||
// primary-variant paint.
|
||||
panel
|
||||
.spawn((
|
||||
Node {
|
||||
width: Val::Percent(100.0),
|
||||
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_1),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(ACCENT_PRIMARY),
|
||||
))
|
||||
.with_children(|active| {
|
||||
active.spawn((
|
||||
ReplayOverlayMoveLogActiveRow,
|
||||
Text::new(format_active_move_row(state)),
|
||||
TextFont {
|
||||
font: font_handle_for_move_log.clone(),
|
||||
font_size: TYPE_BODY,
|
||||
..default()
|
||||
},
|
||||
TextColor(TEXT_PRIMARY_HC),
|
||||
));
|
||||
});
|
||||
// Next rows — render below the active row in display
|
||||
// order (offset 1 directly below active, then offset
|
||||
// 2). Same TEXT_SECONDARY de-emphasis as prev rows so
|
||||
// the active row stays the focal point. Empty text
|
||||
// late in the replay (when cursor + offset exceeds
|
||||
// moves.len()) — the panel under-fills gracefully.
|
||||
for offset in 1..=MOVE_LOG_NEXT_ROWS as u8 {
|
||||
panel.spawn((
|
||||
ReplayOverlayMoveLogNextRow { offset },
|
||||
Text::new(format_kth_next_row(state, offset as usize)),
|
||||
TextFont {
|
||||
font: font_handle_for_move_log.clone(),
|
||||
font_size: TYPE_BODY,
|
||||
..default()
|
||||
},
|
||||
TextColor(TEXT_SECONDARY),
|
||||
));
|
||||
}
|
||||
});
|
||||
|
||||
// Mini-tableau preview panel — right-edge anchor, just below the banner.
|
||||
// Compact two-row readout: foundation tops then stock/waste head.
|
||||
// Sibling-of-banner pattern (separate root entity, own spawn/despawn).
|
||||
let banner_bg = Color::srgba(
|
||||
BG_ELEVATED_HI.to_srgba().red,
|
||||
BG_ELEVATED_HI.to_srgba().green,
|
||||
BG_ELEVATED_HI.to_srgba().blue,
|
||||
BANNER_ALPHA,
|
||||
);
|
||||
commands
|
||||
.spawn((
|
||||
ReplayMiniTableauPanel,
|
||||
DespawnWithReplay,
|
||||
Node {
|
||||
position_type: PositionType::Absolute,
|
||||
right: Val::Px(0.0),
|
||||
top: Val::Px(MINI_TABLEAU_TOP_OFFSET),
|
||||
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_2),
|
||||
flex_direction: FlexDirection::Column,
|
||||
align_items: AlignItems::FlexStart,
|
||||
row_gap: VAL_SPACE_1,
|
||||
border: UiRect::left(Val::Px(1.0)),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(banner_bg),
|
||||
BorderColor::all(BORDER_SUBTLE),
|
||||
ZIndex(Z_REPLAY_OVERLAY),
|
||||
GlobalZIndex(Z_REPLAY_OVERLAY),
|
||||
HighContrastBorder::with_default(BORDER_SUBTLE),
|
||||
))
|
||||
.with_children(|panel| {
|
||||
panel.spawn((
|
||||
Text::new("\u{258C} BOARD"),
|
||||
TextFont {
|
||||
font: font_handle_for_mini_tableau.clone(),
|
||||
font_size: TYPE_CAPTION,
|
||||
..default()
|
||||
},
|
||||
TextColor(ACCENT_PRIMARY),
|
||||
));
|
||||
panel.spawn((
|
||||
ReplayMiniTableauFoundations,
|
||||
Text::new("F: -- -- -- --"),
|
||||
TextFont {
|
||||
font: font_handle_for_mini_tableau.clone(),
|
||||
font_size: TYPE_CAPTION,
|
||||
..default()
|
||||
},
|
||||
TextColor(TEXT_PRIMARY),
|
||||
));
|
||||
panel.spawn((
|
||||
ReplayMiniTableauStockWaste,
|
||||
Text::new("STK:-- WST:--"),
|
||||
TextFont {
|
||||
font: font_handle_for_mini_tableau,
|
||||
font_size: TYPE_CAPTION,
|
||||
..default()
|
||||
},
|
||||
TextColor(TEXT_SECONDARY),
|
||||
));
|
||||
});
|
||||
}
|
||||
|
||||
/// Pure helper — returns the scrub-fill width as a percentage of the
|
||||
/// track for the given playback state. `Completed` reads as 100 %;
|
||||
/// `Inactive` and `Playing` with no progress read as 0 %.
|
||||
pub(crate) fn scrub_pct(state: &ReplayPlaybackState) -> f32 {
|
||||
if state.is_completed() {
|
||||
return 100.0;
|
||||
}
|
||||
match state.progress() {
|
||||
Some((_, 0)) | None => 0.0,
|
||||
Some((cursor, total)) => {
|
||||
let frac = (cursor as f32 / total as f32).clamp(0.0, 1.0);
|
||||
frac * 100.0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Pure helper — returns the fixed scrub-bar notch positions as
|
||||
/// percentages along the track. Five evenly-spaced notches at the
|
||||
/// quarter-marks: `[0, 25, 50, 75, 100]`. Function (rather than
|
||||
/// const) so the unit-test surface is obvious and a future
|
||||
/// regression — e.g. someone simplifying to three notches — fails
|
||||
/// at the helper test rather than at visual review.
|
||||
pub(crate) fn scrub_notch_positions() -> [f32; 5] {
|
||||
[0.0, 25.0, 50.0, 75.0, 100.0]
|
||||
}
|
||||
|
||||
/// Pure helper — returns the percentage-label text for each notch,
|
||||
/// in left-to-right order. Paired with [`scrub_notch_positions`] so
|
||||
/// `labels[i]` belongs at `positions[i]`. Lifted to a function for
|
||||
/// the same reason as the positions helper: a clean unit-test
|
||||
/// surface that fails at a regression (e.g. someone simplifying
|
||||
/// `100%` → `MAX`) rather than at visual review.
|
||||
pub(crate) fn scrub_notch_labels() -> [&'static str; 5] {
|
||||
["0%", "25%", "50%", "75%", "100%"]
|
||||
}
|
||||
|
||||
/// Pure helper — returns the vim-style mode indicator text shown on
|
||||
/// the left side of the keybind-hint footer row. `▌ NORMAL │ replay`
|
||||
/// matches the `▌replay.tsx` motif from the splash boot-screen and
|
||||
/// the screen-takeover mockup. The cursor block (`▌`) matches the
|
||||
/// banner-label prefix; "NORMAL" is the vim mode (mockup parity);
|
||||
/// "replay" identifies the surface.
|
||||
pub(crate) fn keybind_footer_mode_text() -> &'static str {
|
||||
"\u{258C} NORMAL \u{2502} replay" // ▌ NORMAL │ replay
|
||||
}
|
||||
|
||||
/// Pure helper — returns the keybind-hint text shown on the right
|
||||
/// side of the keybind-hint footer row. Lists only the keys that
|
||||
/// are *actually wired* today: the Space accelerator for
|
||||
/// pause/resume, the ESC accelerator for stop, and the ← / →
|
||||
/// accelerators for paused single-move stepping. The footer never
|
||||
/// lists unimplemented keybinds (would lie to users).
|
||||
pub(crate) fn keybind_footer_hint_text() -> &'static str {
|
||||
if SHOW_KEYBOARD_ACCELERATORS {
|
||||
"[SPACE] pause/resume \u{00B7} [ESC] stop \u{00B7} [\u{2190}\u{2192}] step" // · separator
|
||||
} else {
|
||||
""
|
||||
}
|
||||
}
|
||||
|
||||
/// Pure helper — returns the WIN MOVE marker's left-edge position as
|
||||
/// a percentage of the scrub track, or `None` when no marker should
|
||||
/// be drawn.
|
||||
///
|
||||
/// `None` is returned in any of these cases:
|
||||
/// - The state isn't `Playing` (no replay attached).
|
||||
/// - The replay's `win_move_index` is `None` (older replay loaded
|
||||
/// from disk pre-dating the field).
|
||||
/// - The replay's move list is empty (shouldn't happen for real wins,
|
||||
/// but guards the divide-by-zero).
|
||||
///
|
||||
/// The percentage clamps to `[0, 100]` so a malformed
|
||||
/// `win_move_index >= total` (defensive — shouldn't happen) doesn't
|
||||
/// position the marker outside the track.
|
||||
pub(crate) fn win_move_marker_pct(state: &ReplayPlaybackState) -> Option<f32> {
|
||||
let ReplayPlaybackState::Playing { replay, .. } = state else {
|
||||
return None;
|
||||
};
|
||||
let idx = replay.win_move_index?;
|
||||
let total = replay.moves.len();
|
||||
if total == 0 {
|
||||
return None;
|
||||
}
|
||||
let frac = (idx as f32 / total as f32).clamp(0.0, 1.0);
|
||||
Some(frac * 100.0)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Playback-control button handlers
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
@@ -1649,62 +1649,62 @@ 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: 62028, ret: Result(Unit), inner_ret: Some(Result(Unit)) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 62031, ret: Result(Unit), inner_ret: Some(Result(Unit)) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hd94d76233321402f);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_0000000000000002: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 7471, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 7474, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354);
|
||||
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: 7474, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Array<any>"), NamedExternref("ResizeObserver")], shim_idx: 7477, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hfc779804ccb0943e);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_0000000000000004: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Array<any>")], shim_idx: 7471, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Array<any>")], shim_idx: 7474, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_3);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_0000000000000005: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Event")], shim_idx: 7471, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Event")], shim_idx: 7474, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_4);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_0000000000000006: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("FocusEvent")], shim_idx: 7471, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("FocusEvent")], shim_idx: 7474, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_5);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_0000000000000007: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("KeyboardEvent")], shim_idx: 7471, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("KeyboardEvent")], shim_idx: 7474, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_6);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_0000000000000008: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PageTransitionEvent")], shim_idx: 7471, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PageTransitionEvent")], shim_idx: 7474, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_7);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_0000000000000009: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PointerEvent")], shim_idx: 7471, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PointerEvent")], shim_idx: 7474, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_8);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_000000000000000a: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("WheelEvent")], shim_idx: 7471, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("WheelEvent")], shim_idx: 7474, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_9);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_000000000000000b: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Option(NamedExternref("Blob"))], shim_idx: 7472, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Option(NamedExternref("Blob"))], shim_idx: 7475, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hfd77696cd35180b1);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_000000000000000c: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [], shim_idx: 7473, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [], shim_idx: 7476, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hebcd362fbbe0fc8c);
|
||||
return ret;
|
||||
},
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@@ -228,11 +228,6 @@ impl ReplayPlayer {
|
||||
pub fn step_idx(&self) -> usize {
|
||||
self.step_idx
|
||||
}
|
||||
|
||||
/// Returns `true` once every move has been applied.
|
||||
pub fn is_finished(&self) -> bool {
|
||||
self.step_idx >= self.moves.len()
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user