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Author SHA1 Message Date
funman300 c8fc3e7a09 feat(engine): replace docked touch bar with floating glass tab bar
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Touch layout only (desktop bar unchanged): a floating glass pill
(Undo / Draw / Hint / Pause) plus a detached circular Menu button,
margin above the bottom edge on top of the safe-area inset. Draw is
the persistently expanded accent pill (icon + label); other buttons
are icon-only and slide their label out while pressed, snapping under
reduce-motion. Buttons keep the existing marker components so click
handlers, tooltips, focus ring, and chrome toggle work unchanged.
Icons: None degrades to text-fallback labels (MinimalPlugins tests /
SVG regression), keeping the bar fully usable.

Toast stack clearance now derives from TAB_BAR_CLEARANCE_PX; the
legacy touch bar spawn path and primary-button metrics are removed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 13:57:21 -07:00
funman300 7c2daa1e32 feat(engine): add stroke-based SVG icon set for the touch tab bar
Five white 24-box stroke icons (undo/draw/hint/pause/menu) rasterised
through the existing usvg/resvg pipeline; tinted at spawn time via
ImageNode::color. Avoids FiraMono's missing icon glyphs on Android.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 13:42:37 -07:00
funman300 37919cfe17 feat(engine): add ui_glass liquid-glass material module
Layered bevy_ui treatment (sheen gradient, specular BorderGradient rim,
BoxShadow) approximating frosted glass without shaders or backdrop
sampling - WebGL2-safe by construction. Layout callers depend only on
glass_surface() + GLASS_BORDER_PX so the material can be swapped later.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 13:40:39 -07:00
funman300 9081a9916c Merge pull request 'fix(engine): swallow game-mutating hotkeys during pointer drags' (#185) from fix/keyboard-during-drag into master
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2026-07-14 18:49:17 +00:00
funman300 5430d4c3ab fix(engine): swallow game-mutating hotkeys during pointer drags
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U (undo), N (new game), Z (zen), D/Space (draw) and G (forfeit) were
not gated on an active drag, so pressing one mid-drag fired a
StateChangedEvent whose card re-sync inserted a `CardAnim` on the
dragged cards — fighting `follow_drag`'s per-frame Transform writes
(jittering XY, animated Z) and leaving `DragState` origin indices
stale against the mutated state.

`handle_keyboard_core` and `handle_keyboard_forfeit` now reuse the
mutual-exclusion guard `handle_selection_keys` already documents: skip
while `DragState` is non-idle, unless it is the keyboard-lift sentinel
(`KEYBOARD_DRAG_TOUCH_ID`), whose lift is already dropped cleanly by
`clear_selection_on_state_change`.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 11:35:47 -07:00
funman300 fc4ea17789 Merge pull request 'polish(engine): standard empty/loading/error states (Phase L)' (#184) from feat/empty-states into master
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2026-07-14 03:08:55 +00:00
funman300 02bcc8b4af polish(engine): standard empty/loading/error states (Phase L)
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New ui_modal::spawn_empty_state — glyph + headline + optional detail,
centred, with next-step actions composed alongside rather than
configured in. Glyphs restricted to FiraMono-covered ranges (suits,
arrows, ASCII) per the section-10/11 Android constraint.

Swept every improvised surface onto it:
- Theme store: loading / error / empty-catalog branches
- Leaderboard: fetching / error / be-the-first branches
- You-hub Replays tab: dedicated no-replays state (selector and
  actions no longer spawn dead controls when history is empty)
- Stats: first-launch nudge above the em-dash grid

The Account tab's sync row was deliberately NOT swept: it is a live
status + action row, not an empty state, and its deeper treatment
belongs to Phase M's sync-transparency work.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 20:03:09 -07:00
17 changed files with 1221 additions and 198 deletions
+7 -4
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@@ -179,10 +179,13 @@ pub struct ToastStackRoot;
pub struct ToastNode;
/// Logical-pixel gap between the screen bottom and the toast stack,
/// before safe-area insets. Clears the Phase F bottom action bar on
/// touch (compact 44px buttons + primary 64px trio + bar padding);
/// desktop's shorter bar needs less.
const TOAST_STACK_BASE_BOTTOM_PX: f32 = if USE_TOUCH_UI_LAYOUT { 112.0 } else { 72.0 };
/// before safe-area insets. Clears the floating glass tab bar on touch
/// (its margin + height + breathing room); desktop's docked bar needs less.
const TOAST_STACK_BASE_BOTTOM_PX: f32 = if USE_TOUCH_UI_LAYOUT {
crate::hud_plugin::tab_bar::TAB_BAR_CLEARANCE_PX
} else {
72.0
};
/// Spawns the persistent [`ToastStackRoot`] container at startup.
fn spawn_toast_stack_root(mut commands: Commands) {
+127
View File
@@ -0,0 +1,127 @@
//! SVG builders for the floating tab bar's action icons.
//!
//! The touch tab bar (`hud_plugin::tab_bar`) is icon-first, but the bundled
//! FiraMono face has no icon glyphs (and the Geometric Shapes block U+25xx
//! is missing on Android entirely), so the icons are authored here as tiny
//! stroke-based SVGs and rasterised through the same `usvg`/`resvg` pipeline
//! as the card themes (`assets::rasterize_svg`).
//!
//! Icons are drawn in **white** on a transparent background inside a
//! 24-unit logical box; the spawn site tints them to the theme colour via
//! `ImageNode::color` (a per-node multiply), so one texture serves every
//! button state.
use bevy::image::Image;
use bevy::math::UVec2;
use super::svg_loader::{SvgLoaderError, rasterize_svg};
/// Rasterisation size for one tab-bar icon texture. Icons display at
/// 24 logical px; 96 px texels keep them crisp at the Fold's 1.2 scale
/// factor (and any future 3× phone) while staying trivially small.
pub const HUD_ICON_TEXTURE_PX: u32 = 96;
/// The five actions the floating touch tab bar can show.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum HudIcon {
/// Counter-clockwise "take back" arrow.
Undo,
/// Two offset card outlines — draw from the stock.
Draw,
/// Lightbulb — highlight a suggested move.
Hint,
/// Two vertical bars.
Pause,
/// Three-line hamburger — the floating menu button.
Menu,
}
impl HudIcon {
/// Build the icon's SVG document. All icons share one visual language:
/// 2-unit white strokes, round caps, transparent fill, 24-unit box.
pub fn svg(self) -> String {
let body = match self {
// Arrow head pointing left into a half-circle sweeping back
// over the top — the conventional undo mark.
HudIcon::Undo => concat!(
r##"<path d="M 8 5 L 4 9 L 8 13"/>"##,
r##"<path d="M 4 9 H 14 A 5.5 5.5 0 0 1 14 20 H 8"/>"##,
),
// Back card peeks out behind the front card; the front card is
// drawn second so its stroke reads on top.
HudIcon::Draw => concat!(
r##"<rect x="8.5" y="3" width="11" height="15" rx="2"/>"##,
r##"<rect x="4" y="6.5" width="11" height="15" rx="2"/>"##,
),
// Bulb dome with a flat lamp base beneath.
HudIcon::Hint => concat!(
r##"<path d="M 9 15.5 A 6.5 6.5 0 1 1 15 15.5 V 18 H 9 Z"/>"##,
r##"<path d="M 10 21 H 14"/>"##,
),
HudIcon::Pause => concat!(
r##"<path d="M 9 6 V 18"/>"##,
r##"<path d="M 15 6 V 18"/>"##,
),
HudIcon::Menu => concat!(
r##"<path d="M 4 6.5 H 20"/>"##,
r##"<path d="M 4 12 H 20"/>"##,
r##"<path d="M 4 17.5 H 20"/>"##,
),
};
format!(
concat!(
r##"<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24">"##,
r##"<g fill="none" stroke="#ffffff" stroke-width="2" "##,
r##"stroke-linecap="round" stroke-linejoin="round">{body}</g>"##,
r##"</svg>"##,
),
body = body
)
}
/// Rasterise this icon into a Bevy [`Image`] at
/// [`HUD_ICON_TEXTURE_PX`] square.
pub fn rasterize(self) -> Result<Image, SvgLoaderError> {
rasterize_svg(self.svg().as_bytes(), UVec2::splat(HUD_ICON_TEXTURE_PX))
}
}
#[cfg(test)]
mod tests {
use super::*;
const ALL: [HudIcon; 5] = [
HudIcon::Undo,
HudIcon::Draw,
HudIcon::Hint,
HudIcon::Pause,
HudIcon::Menu,
];
/// Every icon must survive the real usvg/resvg pipeline at the real
/// texture size — a malformed path here would otherwise only surface
/// as a blank button on device.
#[test]
fn every_icon_rasterizes_at_texture_size() {
for icon in ALL {
let img = icon.rasterize().expect("icon SVG must rasterise");
assert_eq!(img.width(), HUD_ICON_TEXTURE_PX, "{icon:?} width");
assert_eq!(img.height(), HUD_ICON_TEXTURE_PX, "{icon:?} height");
}
}
/// Rasterised icons must contain visible (non-transparent) pixels —
/// guards against a stroke accidentally drawn outside the viewBox.
#[test]
fn every_icon_has_visible_pixels() {
for icon in ALL {
let img = icon.rasterize().expect("icon SVG must rasterise");
let data = img.data.as_ref().expect("rasterised image has data");
let opaque = data.chunks_exact(4).filter(|px| px[3] > 0).count();
assert!(
opaque > 100,
"{icon:?} renders only {opaque} visible pixels"
);
}
}
}
+1
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@@ -5,6 +5,7 @@
//! custom `AssetSource` implementations used by the theme system.
pub mod card_face_svg;
pub mod hud_icon_svg;
pub mod icon_svg;
pub mod sources;
pub mod svg_loader;
+9 -2
View File
@@ -109,12 +109,19 @@ pub(super) fn apply_action_fade(
/// Visual feedback for every action button — paints idle / hover / pressed
/// states by mutating `BackgroundColor` whenever the interaction state
/// changes. One query covers all action buttons via the shared
/// `ActionButton` marker.
/// `ActionButton` marker. Glass tab-bar buttons are excluded: they carry
/// their own per-button colour triple and are painted by
/// `paint_glass_tab_buttons` instead (this system's opaque `ACTION_BTN_*`
/// fills would destroy the translucent glass look).
#[allow(clippy::type_complexity)]
pub(super) fn paint_action_buttons(
mut buttons: Query<
(&Interaction, &mut BackgroundColor),
(With<ActionButton>, Changed<Interaction>),
(
With<ActionButton>,
Without<GlassTabButton>,
Changed<Interaction>,
),
>,
) {
for (interaction, mut bg) in &mut buttons {
+8
View File
@@ -12,11 +12,13 @@ use bevy::window::WindowResized;
mod fx;
mod interaction;
mod spawn;
pub(crate) mod tab_bar;
mod updates;
pub use fx::*;
use interaction::*;
use spawn::*;
use tab_bar::*;
use updates::*;
// On wasm32 AvatarPlugin is gated out; define a placeholder type so the
@@ -595,6 +597,12 @@ impl Plugin for HudPlugin {
handle_menu_backdrop_click,
close_menu_popover_on_escape,
paint_action_buttons,
paint_glass_tab_buttons,
drive_tab_expansion,
// Writes tab-label TextColor and reads TextFont — entity-
// disjoint from the UiTextFx readout writers (tab labels
// vs HUD readouts), which Bevy can't prove, so declare it.
animate_tab_expansion.ambiguous_with(UiTextFx),
)
.chain()
.in_set(HudButtons)
+15 -103
View File
@@ -360,6 +360,7 @@ pub(super) fn handle_avatar_button(
pub(super) fn spawn_action_buttons(
font_res: Option<Res<FontResource>>,
windows: Query<&Window>,
images: Option<ResMut<Assets<Image>>>,
mut commands: Commands,
) {
let action_font_size =
@@ -370,9 +371,18 @@ pub(super) fn spawn_action_buttons(
..default()
};
// Bottom bar: full-width, centered, sits above the gesture-navigation zone.
// Touch layout: the floating glass tab bar (pill + circular Menu).
// `Assets<Image>` is absent under `MinimalPlugins`; `rasterize_into`
// returning `None` switches the bar to its text-fallback form.
if USE_TOUCH_UI_LAYOUT {
let icons = images.and_then(|mut imgs| TabIcons::rasterize_into(&mut imgs));
spawn_glass_tab_bar(&mut commands, &font, icons.as_ref());
return;
}
// Desktop bottom bar: full-width, centered, docked to the bottom edge.
// `SafeAreaAnchoredBottom` applies the correct logical-pixel inset once
// Android reports it (frames 1-3); initial value is 0.0.
// the platform reports it; initial value is 0.0.
commands
.spawn((
Node {
@@ -400,73 +410,10 @@ pub(super) fn spawn_action_buttons(
HudActionBar,
))
.with_children(|row| {
if USE_TOUCH_UI_LAYOUT {
spawn_touch_action_bar(row, &font);
} else {
spawn_desktop_action_bar(row, &font);
}
});
}
/// Phase F touch action bar — five buttons, three of them big.
///
/// The core gameplay trio (**Undo · Draw · Hint**) gets enlarged
/// thumb-reach targets; Menu and Pause stay compact at the edges. The
/// utility actions the desktop bar carries are reachable elsewhere on
/// touch and are deliberately absent here: Help lives in Menu → System,
/// mode switching lives on the Home screen (Phase B), and New Game is
/// Home's hero button. Draw duplicates the stock-pile tap so the most
/// frequent action of all no longer requires reaching the top half of a
/// tall folded screen.
pub(super) fn spawn_touch_action_bar(row: &mut ChildSpawnerCommands, font: &TextFont) {
// The trailing `order` argument feeds `Focusable { group: Hud, order }`
// so Tab (external keyboard) cycles the bar in visual reading order.
spawn_action_button(
row,
MenuButton,
"Menu",
None,
"Open Home, Stats, Achievements, Profile, Settings, or Leaderboard.",
font,
0,
TEXT_SECONDARY,
);
spawn_primary_action_button(
row,
UndoButton,
"Undo",
"Take back your last move. Hold to keep undoing. Costs points and blocks No Undo.",
font,
1,
);
spawn_primary_action_button(
row,
DrawButton,
"Draw",
"Draw from the stock — same as tapping the deck.",
font,
2,
);
spawn_primary_action_button(
row,
HintButton,
TOUCH_HINT_LABEL,
"Highlight a suggested move. Cycles through alternatives on repeat taps.",
font,
3,
);
spawn_action_button(
row,
PauseButton,
"Pause",
None,
"Pause the game and freeze the timer.",
font,
4,
TEXT_SECONDARY,
);
}
/// Desktop action bar — unchanged by Phase F (decision 5: the touch bar
/// is touch-only). All seven actions, uniform sizing.
pub(super) fn spawn_desktop_action_bar(row: &mut ChildSpawnerCommands, font: &TextFont) {
@@ -585,44 +532,9 @@ pub(super) fn spawn_action_button<M: Component>(
);
}
/// Enlarged variant for the touch bar's core gameplay trio (Phase F):
/// bigger padding / minimum target and a scaled-up label so Undo, Draw,
/// and Hint read (and hit) as the primary actions. Hotkey chips are
/// irrelevant on touch, so the variant takes none.
pub(super) fn spawn_primary_action_button<M: Component>(
row: &mut ChildSpawnerCommands,
marker: M,
label: &str,
tooltip: &'static str,
font: &TextFont,
order: i32,
) {
let (pad, min_w, min_h) = primary_action_button_metrics();
let primary_font = TextFont {
font: font.font.clone(),
// 1.35× the bar's responsive size, capped so landscape tablets
// don't blow the row height out.
font_size: (font.font_size * 1.35).min(24.0),
..default()
};
spawn_action_button_sized(
row,
marker,
label,
None,
tooltip,
&primary_font,
order,
TEXT_PRIMARY,
pad,
min_w,
min_h,
);
}
/// Shared body of [`spawn_action_button`] / [`spawn_primary_action_button`]
/// — one place owns the component set so `paint_action_buttons`, tooltips,
/// and the focus ring treat every bar button identically.
/// Shared body of [`spawn_action_button`] — one place owns the component
/// set so `paint_action_buttons`, tooltips, and the focus ring treat every
/// bar button identically.
#[allow(clippy::too_many_arguments)]
fn spawn_action_button_sized<M: Component>(
row: &mut ChildSpawnerCommands,
+470
View File
@@ -0,0 +1,470 @@
//! Floating "liquid glass" touch tab bar — layout and animation.
//!
//! Replaces the docked full-width touch action bar (Phase F) with an
//! iOS-26-style floating arrangement: a pill of icon buttons hovering
//! above the bottom edge, plus a detached circular Menu button to its
//! right. The *visual treatment* (translucent sheen, specular rim, drop
//! shadow) lives in [`crate::ui_glass`]; this module owns only geometry,
//! button wiring, and the expand/collapse label animation, so the glass
//! material can be swapped without touching layout.
//!
//! Interaction compatibility: every button keeps the same marker
//! components as the old bar (`UndoButton`, `DrawButton`, …) plus
//! `ActionButton`, `Button`, `Tooltip`, and `Focusable`, so the click
//! handlers, tooltips, focus ring, and the tap-to-toggle chrome guard in
//! `interaction.rs` all work unchanged.
//!
//! Expansion model (user decision, 2026-07-15): **Draw** — the most
//! frequent action — is the persistently-expanded "active" pill showing
//! icon + label; the other buttons are icon-only and reveal their label
//! with a width-animated slide while pressed.
use super::*;
use crate::assets::hud_icon_svg::HudIcon;
use crate::ui_glass::{GLASS_BORDER_PX, glass_surface};
use crate::ui_theme::{ACCENT_PRIMARY_HOVER, SPACE_3};
use bevy::text::{LineBreak, TextLayout};
use bevy::ui::Overflow;
/// Height of both the pill and the circular Menu button, in logical px.
/// 64 keeps the inner 48-px buttons comfortably past the 44-px touch
/// floor with 8 px of glass around them.
pub(crate) const TAB_BAR_HEIGHT: f32 = 64.0;
/// Gap between the bar and the bottom screen edge (the "floating" margin;
/// the Android gesture-bar inset is added on top by `SafeAreaAnchoredBottom`).
const TAB_BAR_MARGIN: f32 = SPACE_3;
/// Vertical space UI stacked above the bar (the toast stack) must clear:
/// floating margin + bar height + one spacing step of breathing room.
pub(crate) const TAB_BAR_CLEARANCE_PX: f32 = TAB_BAR_MARGIN + TAB_BAR_HEIGHT + SPACE_2;
/// Diameter of a button inside the pill (and its fully-round radius ×2).
const TAB_BUTTON_SIZE: f32 = 48.0;
/// Displayed icon size in logical px (texture is rasterised larger; see
/// `assets::hud_icon_svg::HUD_ICON_TEXTURE_PX`).
const TAB_ICON_PX: f32 = 24.0;
/// FiraMono glyph advance as a fraction of font size. The bar is
/// monospace-only, so `chars × advance × font_size` is the exact label
/// width — the same ratio `action_bar_font_size` documents.
const FIRA_ADVANCE: f32 = 0.62;
/// Gap between an icon and its revealed label, folded into the animated
/// wrapper width so it collapses together with the text.
const LABEL_LEAD_PX: f32 = SPACE_2;
/// Idle fill of an inactive icon button — fully transparent so the pill's
/// glass shows through untouched.
const GLASS_BTN_IDLE: Color = Color::srgba(1.0, 1.0, 1.0, 0.0);
/// Hover fill of an inactive icon button (desktop pointer / DPAD focus).
const GLASS_BTN_HOVER: Color = Color::srgba(1.0, 1.0, 1.0, 0.08);
/// Pressed fill of an inactive icon button.
const GLASS_BTN_PRESSED: Color = Color::srgba(1.0, 1.0, 1.0, 0.14);
/// Pressed state of the active (accent-filled) pill — darker than idle so
/// the press reads as the surface receding, mirroring `BG_ELEVATED_PRESSED`.
const GLASS_ACTIVE_PRESSED: Color = Color::srgb(0.55, 0.22, 0.22);
/// Idle / hovered / pressed fills for one tab-bar button. Presence of this
/// component also routes the button to `paint_glass_tab_buttons` instead of
/// the legacy `paint_action_buttons` (which excludes it).
#[derive(Component, Debug)]
pub struct GlassTabButton {
idle: Color,
hovered: Color,
pressed: Color,
}
/// Animated label-reveal state, on the clipping wrapper node between the
/// button and its `Text` label. `progress` ∈ [0, 1] maps to wrapper width
/// via [`expansion_width`]; `target` is where it is heading.
#[derive(Component, Debug)]
pub struct TabLabelWrap {
/// Current reveal amount, 0 = collapsed, 1 = fully expanded.
pub progress: f32,
/// Reveal amount the animation is moving towards.
pub target: f32,
/// `true` keeps the label expanded regardless of interaction —
/// the persistent Draw pill, and every button in text-fallback mode.
persistent: bool,
/// Label length; width is recomputed from the live font size each
/// frame so viewport-driven font rescales stay correct.
label_chars: usize,
/// Last width written to the node, to skip no-op layout writes.
last_width: f32,
}
/// Marker on the label `Text` inside a [`TabLabelWrap`].
#[derive(Component, Debug)]
pub struct TabLabel;
/// Rasterised icon textures for the five tab-bar actions.
pub(super) struct TabIcons {
undo: Handle<Image>,
draw: Handle<Image>,
hint: Handle<Image>,
pause: Handle<Image>,
menu: Handle<Image>,
}
impl TabIcons {
/// Rasterise all five icons into `images`. Returns `None` (and warns)
/// if any icon fails — the caller then falls back to text-only labels,
/// so a bad SVG degrades the look, never the playability.
pub(super) fn rasterize_into(images: &mut Assets<Image>) -> Option<Self> {
let mut add = |icon: HudIcon| match icon.rasterize() {
Ok(img) => Some(images.add(img)),
Err(e) => {
warn!("tab_bar: failed to rasterise {icon:?} icon: {e}");
None
}
};
Some(Self {
undo: add(HudIcon::Undo)?,
draw: add(HudIcon::Draw)?,
hint: add(HudIcon::Hint)?,
pause: add(HudIcon::Pause)?,
menu: add(HudIcon::Menu)?,
})
}
}
/// Wrapper width in logical px for a label of `chars` monospace glyphs at
/// `font_size`, revealed to `progress`. Pure so the animation curve is
/// unit-testable without an app.
pub(super) fn expansion_width(chars: usize, font_size: f32, progress: f32) -> f32 {
progress.clamp(0.0, 1.0) * (LABEL_LEAD_PX + chars as f32 * font_size * FIRA_ADVANCE)
}
/// Advance `progress` towards `target` by one frame of `dt` seconds.
/// Linear tween over `MOTION_SLIDE_SECS`, snapping when reduce-motion is
/// active. Pure for the same reason as [`expansion_width`].
pub(super) fn step_expansion(progress: f32, target: f32, dt: f32, reduce_motion: bool) -> f32 {
if reduce_motion {
return target;
}
let max_step = dt / crate::ui_theme::MOTION_SLIDE_SECS;
progress + (target - progress).clamp(-max_step, max_step)
}
/// Spawns the floating glass tab bar: one full-width invisible flex row
/// (carrying the `HudActionBar` marker so chrome show/hide keeps working)
/// centring the glass pill and the detached circular Menu button.
///
/// `icons: None` (rasteriser unavailable, e.g. `MinimalPlugins` tests, or
/// an SVG regression) switches every button to text-fallback: labels stay
/// expanded so the bar remains fully usable without textures.
pub(super) fn spawn_glass_tab_bar(
commands: &mut Commands,
font: &TextFont,
icons: Option<&TabIcons>,
) {
let text_fallback = icons.is_none();
commands
.spawn((
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(TAB_BAR_MARGIN),
left: Val::Px(0.0),
width: Val::Percent(100.0),
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_3,
..default()
},
ZIndex(Z_HUD),
SafeAreaAnchoredBottom {
base_bottom: TAB_BAR_MARGIN,
},
HudActionBar,
))
.with_children(|bar| {
// The main pill: Undo · [Draw] · Hint · Pause.
bar.spawn((
Node {
height: Val::Px(TAB_BAR_HEIGHT),
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
padding: UiRect::axes(Val::Px(SPACE_2), Val::Px(0.0)),
column_gap: Val::Px(4.0),
border: UiRect::all(Val::Px(GLASS_BORDER_PX)),
border_radius: BorderRadius::all(Val::Px(TAB_BAR_HEIGHT / 2.0)),
..default()
},
glass_surface(),
))
.with_children(|pill| {
spawn_tab_button(
pill,
UndoButton,
"Undo",
"Take back your last move. Hold to keep undoing. Costs points and blocks No Undo.",
font,
0,
icons.map(|i| i.undo.clone()),
false,
text_fallback,
);
spawn_tab_button(
pill,
DrawButton,
"Draw",
"Draw from the stock — same as tapping the deck.",
font,
1,
icons.map(|i| i.draw.clone()),
true,
text_fallback,
);
spawn_tab_button(
pill,
HintButton,
TOUCH_HINT_LABEL,
"Highlight a suggested move. Cycles through alternatives on repeat taps.",
font,
2,
icons.map(|i| i.hint.clone()),
false,
text_fallback,
);
spawn_tab_button(
pill,
PauseButton,
"Pause",
"Pause the game and freeze the timer.",
font,
3,
icons.map(|i| i.pause.clone()),
false,
text_fallback,
);
});
// The detached circular Menu button, same glass material.
bar.spawn((
MenuButton,
ActionButton,
Button,
GlassTabButton {
idle: GLASS_BTN_IDLE,
hovered: GLASS_BTN_HOVER,
pressed: GLASS_BTN_PRESSED,
},
Tooltip::new(
"Open Home, Stats, Achievements, Profile, Settings, or Leaderboard.",
),
Focusable {
group: FocusGroup::Hud,
order: 4,
},
Node {
width: Val::Px(TAB_BAR_HEIGHT),
height: Val::Px(TAB_BAR_HEIGHT),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border: UiRect::all(Val::Px(GLASS_BORDER_PX)),
border_radius: BorderRadius::all(Val::Px(TAB_BAR_HEIGHT / 2.0)),
..default()
},
BackgroundColor(GLASS_BTN_IDLE),
glass_surface(),
))
.with_children(|circle| {
if let Some(icons) = icons {
spawn_tab_icon(circle, icons.menu.clone(), TEXT_PRIMARY);
} else {
// Text fallback: a menu glyph-free label keeps the
// button discoverable without any texture.
circle.spawn((
Text::new("Menu"),
TextLayout::new_with_linebreak(LineBreak::NoWrap),
font.clone(),
TextColor(TEXT_PRIMARY),
));
}
});
});
}
/// Spawns one button inside the pill: icon, then the width-animated label
/// wrapper. `active` gives the accent-filled persistent pill (Draw);
/// `text_fallback` pins every label open when icons are unavailable.
#[allow(clippy::too_many_arguments)]
fn spawn_tab_button<M: Component>(
pill: &mut ChildSpawnerCommands,
marker: M,
label: &str,
tooltip: &'static str,
font: &TextFont,
order: i32,
icon: Option<Handle<Image>>,
active: bool,
text_fallback: bool,
) {
let (idle, hovered, pressed) = if active {
(ACCENT_PRIMARY, ACCENT_PRIMARY_HOVER, GLASS_ACTIVE_PRESSED)
} else {
(GLASS_BTN_IDLE, GLASS_BTN_HOVER, GLASS_BTN_PRESSED)
};
let icon_tint = if active { TEXT_PRIMARY } else { TEXT_SECONDARY };
let persistent = active || text_fallback;
let start = if persistent { 1.0 } else { 0.0 };
let chars = label.chars().count();
pill.spawn((
marker,
ActionButton,
Button,
GlassTabButton {
idle,
hovered,
pressed,
},
Tooltip::new(tooltip),
Focusable {
group: FocusGroup::Hud,
order,
},
Node {
height: Val::Px(TAB_BUTTON_SIZE),
min_width: Val::Px(TAB_BUTTON_SIZE),
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
padding: UiRect::axes(Val::Px(SPACE_3), Val::Px(0.0)),
border_radius: BorderRadius::all(Val::Px(TAB_BUTTON_SIZE / 2.0)),
..default()
},
BackgroundColor(idle),
))
.with_children(|b| {
if let Some(handle) = icon {
spawn_tab_icon(b, handle, icon_tint);
}
// The clipping wrapper the animation drives. Label text sits
// left-anchored inside, so growing the width reveals it
// left-to-right and shrinking clips it from the right.
b.spawn((
TabLabelWrap {
progress: start,
target: start,
persistent,
label_chars: chars,
last_width: f32::NAN,
},
Node {
overflow: Overflow::clip(),
width: Val::Px(expansion_width(chars, font.font_size, start)),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::FlexEnd,
..default()
},
))
.with_children(|wrap| {
let mut color = TEXT_PRIMARY;
color.set_alpha(start);
wrap.spawn((
TabLabel,
ActionButtonLabel,
Text::new(label),
TextLayout::new_with_linebreak(LineBreak::NoWrap),
font.clone(),
TextColor(color),
));
});
});
}
/// One fixed-size tinted icon node.
fn spawn_tab_icon(parent: &mut ChildSpawnerCommands, handle: Handle<Image>, tint: Color) {
parent.spawn((
ImageNode {
color: tint,
..ImageNode::new(handle)
},
Node {
width: Val::Px(TAB_ICON_PX),
height: Val::Px(TAB_ICON_PX),
flex_shrink: 0.0,
..default()
},
));
}
/// Sets each label wrapper's animation target from its button's
/// interaction state: persistent wrappers pin to 1, the rest expand while
/// pressed or hovered and collapse on release.
pub(super) fn drive_tab_expansion(
buttons: Query<(&Interaction, &Children), With<GlassTabButton>>,
mut wraps: Query<&mut TabLabelWrap>,
) {
for (interaction, children) in &buttons {
for child in children.iter() {
let Ok(mut wrap) = wraps.get_mut(child) else {
continue;
};
let target = if wrap.persistent || !matches!(interaction, Interaction::None) {
1.0
} else {
0.0
};
// Bypass change detection on no-ops so `animate_tab_expansion`
// and layout stay idle while nothing moves.
if wrap.target != target {
wrap.target = target;
}
}
}
}
/// Advances every label reveal towards its target and writes the wrapper
/// width + label alpha. Width is derived from the label's *live* font size,
/// so the Fold's posture-change font rescale re-widens expanded labels
/// automatically. Node writes are skipped when the width is unchanged to
/// avoid dirtying UI layout every frame.
pub(super) fn animate_tab_expansion(
time: Res<Time>,
settings: Option<Res<SettingsResource>>,
mut wraps: Query<(&mut TabLabelWrap, &mut Node, &Children)>,
mut labels: Query<(&TextFont, &mut TextColor), With<TabLabel>>,
) {
let reduce_motion = settings.as_deref().is_some_and(|s| s.0.reduce_motion_mode);
let dt = time.delta_secs();
for (mut wrap, mut node, children) in &mut wraps {
for child in children.iter() {
let Ok((font, mut text_color)) = labels.get_mut(child) else {
continue;
};
let next = step_expansion(wrap.progress, wrap.target, dt, reduce_motion);
let width = expansion_width(wrap.label_chars, font.font_size, next);
// `!=` (not epsilon) is deliberate: last_width starts NaN so the
// first frame always writes, and equal floats mean a true no-op.
if next != wrap.progress || width != wrap.last_width {
wrap.progress = next;
wrap.last_width = width;
node.width = Val::Px(width);
text_color.0.set_alpha(next);
}
break;
}
}
}
/// Idle / hover / pressed feedback for glass tab buttons — the glass
/// counterpart of `paint_action_buttons`, using each button's own colour
/// triple so the accent-filled active pill and the transparent icon
/// buttons share one system.
pub(super) fn paint_glass_tab_buttons(
mut buttons: Query<(&Interaction, &GlassTabButton, &mut BackgroundColor), Changed<Interaction>>,
) {
for (interaction, style, mut bg) in &mut buttons {
bg.0 = match interaction {
Interaction::Pressed => style.pressed,
Interaction::Hovered => style.hovered,
Interaction::None => style.idle,
};
}
}
+84 -4
View File
@@ -907,6 +907,10 @@ fn hud_focus_only_engages_when_button_hovered() {
/// Bare app (no `HudPlugin`) so bar-content assertions count only the
/// buttons the tested spawn function creates — `headless_app` would
/// pre-spawn the platform-default bar and pollute the counts.
///
/// The touch branch spawns the glass tab bar with `icons: None`
/// (`MinimalPlugins` has no `Assets<Image>`), which exercises the
/// text-fallback path — same markers, labels pinned expanded.
fn bar_only_app(touch: bool) -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
@@ -914,13 +918,13 @@ fn bar_only_app(touch: bool) -> App {
let font = TextFont::default();
let world = app.world_mut();
let mut commands = world.commands();
commands.spawn(Node::default()).with_children(|row| {
if touch {
spawn_touch_action_bar(row, &font);
spawn_glass_tab_bar(&mut commands, &font, None);
} else {
commands.spawn(Node::default()).with_children(|row| {
spawn_desktop_action_bar(row, &font);
}
});
}
app.update();
app
}
@@ -933,7 +937,7 @@ fn count_buttons<C: Component>(app: &mut App) -> usize {
}
#[test]
fn touch_action_bar_has_thumb_trio_plus_menu_and_pause() {
fn touch_tab_bar_has_thumb_trio_plus_menu_and_pause() {
let mut app = bar_only_app(true);
assert_eq!(count_buttons::<UndoButton>(&mut app), 1);
@@ -949,6 +953,82 @@ fn touch_action_bar_has_thumb_trio_plus_menu_and_pause() {
assert_eq!(count_buttons::<NewGameButton>(&mut app), 0);
}
/// The glass bar floats: its container must carry a bottom margin (not be
/// docked at 0) both before and after safe-area insets arrive.
#[test]
fn glass_tab_bar_floats_above_bottom_edge() {
let mut app = bar_only_app(true);
let world = app.world_mut();
let mut q = world.query_filtered::<(&Node, &SafeAreaAnchoredBottom), With<HudActionBar>>();
let (node, anchor) = q.single(world).expect("glass bar container exists");
assert!(anchor.base_bottom > 0.0, "bar must float, not dock");
assert_eq!(node.bottom, Val::Px(anchor.base_bottom));
}
/// Draw is the persistently-expanded active pill (user decision
/// 2026-07-15); with `icons: None` every wrapper is pinned expanded via
/// text fallback, so instead assert on the *persistent* flag's effect:
/// all wrappers spawn at full reveal and target full reveal.
#[test]
fn glass_tab_bar_text_fallback_pins_labels_expanded() {
let mut app = bar_only_app(true);
let world = app.world_mut();
let mut q = world.query::<&TabLabelWrap>();
let wraps: Vec<_> = q.iter(world).collect();
assert_eq!(wraps.len(), 4, "Undo/Draw/Hint/Pause each carry a wrapper");
for wrap in wraps {
assert_eq!(wrap.progress, 1.0);
assert_eq!(wrap.target, 1.0);
}
}
/// Focus order must match visual reading order: pill buttons left to
/// right, then the detached Menu circle.
#[test]
fn glass_tab_bar_focus_order_reads_left_to_right() {
let mut app = bar_only_app(true);
for (f, expected) in [
(focusable_for::<UndoButton>(&mut app), 0),
(focusable_for::<DrawButton>(&mut app), 1),
(focusable_for::<HintButton>(&mut app), 2),
(focusable_for::<PauseButton>(&mut app), 3),
(focusable_for::<MenuButton>(&mut app), 4),
] {
assert_eq!(f.group, FocusGroup::Hud);
assert_eq!(f.order, expected);
}
}
/// `expansion_width` is the single source of truth for the label reveal:
/// zero when collapsed, lead + monospace advance when expanded, linear
/// in between.
#[test]
fn expansion_width_is_linear_in_progress() {
assert_eq!(expansion_width(4, 16.0, 0.0), 0.0);
let full = expansion_width(4, 16.0, 1.0);
assert!(full > 4.0 * 16.0 * 0.62, "full width includes the lead gap");
let half = expansion_width(4, 16.0, 0.5);
assert!((half - full / 2.0).abs() < f32::EPSILON * 100.0);
// Out-of-range progress clamps rather than extrapolating.
assert_eq!(expansion_width(4, 16.0, 1.5), full);
}
/// The tween must move at the `MOTION_SLIDE_SECS` rate, never overshoot,
/// and snap instantly under reduce-motion.
#[test]
fn step_expansion_tweens_and_respects_reduce_motion() {
// One 60 fps frame covers 1/(0.18*60) ≈ 9.3% of the reveal.
let one_frame = step_expansion(0.0, 1.0, 1.0 / 60.0, false);
assert!(one_frame > 0.0 && one_frame < 0.2);
// A huge dt clamps at the target instead of overshooting.
assert_eq!(step_expansion(0.0, 1.0, 10.0, false), 1.0);
// Collapse works symmetrically.
assert!(step_expansion(1.0, 0.0, 1.0 / 60.0, false) < 1.0);
// Reduce-motion snaps regardless of dt.
assert_eq!(step_expansion(0.0, 1.0, 0.0, true), 1.0);
}
#[test]
fn desktop_action_bar_keeps_all_seven_and_no_draw() {
let mut app = bar_only_app(false);
@@ -573,20 +573,6 @@ pub(super) fn action_button_metrics() -> (UiRect, Val, Val) {
}
}
/// Metrics for the touch bar's enlarged Undo / Draw / Hint trio (Phase F).
/// 96×64 px targets — comfortably past the 44 px accessibility floor and
/// big enough to hit one-handed without looking. Only the touch layout
/// spawns primary buttons, so no desktop branch is needed; the desktop
/// values exist purely so host-side tests can exercise the touch spawn
/// path with sensible numbers.
pub(super) fn primary_action_button_metrics() -> (UiRect, Val, Val) {
(
UiRect::axes(Val::Px(10.0), Val::Px(8.0)),
Val::Px(96.0),
Val::Px(64.0),
)
}
pub(super) fn spawn_action_button_label(
parent: &mut ChildSpawnerCommands,
label: &str,
+22
View File
@@ -215,6 +215,7 @@ fn handle_keyboard_core(
keys: Res<ButtonInput<KeyCode>>,
paused: Option<Res<PausedResource>>,
progress: Option<Res<ProgressResource>>,
drag: Res<DragState>,
mut ev: CoreKeyboardMessages<'_>,
mut time_attack: Option<ResMut<TimeAttackResource>>,
selection: Option<Res<SelectionState>>,
@@ -227,6 +228,19 @@ fn handle_keyboard_core(
return;
}
// Mutual exclusion with pointer drags — mirrors `handle_selection_keys`.
// Undo / draw / new-game during an active mouse or touch drag would fire
// a StateChangedEvent whose card re-sync inserts a `CardAnim` on the
// dragged cards, fighting `follow_drag`'s per-frame Transform writes and
// leaving `DragState` origin indices stale against the mutated state.
// The keyboard-drag sentinel may proceed: `clear_selection_on_state_change`
// already drops that lift cleanly when the state moves.
if !drag.is_idle()
&& drag.active_touch_id != Some(crate::selection_plugin::KEYBOARD_DRAG_TOUCH_ID)
{
return;
}
// During replay playback (Playing or Completed) all game-input shortcuts
// are suppressed. The replay overlay owns Space (pause/resume) and the
// arrow keys (step). Letting game input through would mutate
@@ -473,11 +487,19 @@ pub fn emit_hint_visuals(
fn handle_keyboard_forfeit(
keys: Res<ButtonInput<KeyCode>>,
paused: Option<Res<PausedResource>>,
drag: Res<DragState>,
mut requests: MessageWriter<ForfeitRequestEvent>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Same pointer-drag exclusion as `handle_keyboard_core` — forfeiting
// mid-drag would mutate the game state under the dragged cards.
if !drag.is_idle()
&& drag.active_touch_id != Some(crate::selection_plugin::KEYBOARD_DRAG_TOUCH_ID)
{
return;
}
if !keys.just_pressed(KeyCode::KeyG) {
return;
}
+120
View File
@@ -817,3 +817,123 @@ fn pressing_h_spawns_pending_hint_task() {
"pressing H must spawn an async hint task",
);
}
// -----------------------------------------------------------------------
// Pointer-drag / keyboard mutual exclusion.
//
// A state mutation fired while `follow_drag` is writing the dragged cards'
// transforms every frame would make the card re-sync insert a `CardAnim`
// on the same entities (two systems fighting over `Transform`) and leave
// `DragState`'s origin indices stale. `handle_keyboard_core` and
// `handle_keyboard_forfeit` therefore swallow game-mutating shortcuts
// while a mouse or touch drag is live, mirroring `handle_selection_keys`.
// The keyboard-lift sentinel is exempt: `clear_selection_on_state_change`
// drops that lift cleanly when the state moves.
// -----------------------------------------------------------------------
fn keyboard_core_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
app.add_message::<UndoRequestEvent>();
app.add_message::<NewGameRequestEvent>();
app.add_message::<InfoToastEvent>();
app.add_message::<DrawRequestEvent>();
app.add_message::<StartZenRequestEvent>();
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<DragState>();
app.add_systems(Update, handle_keyboard_core);
app
}
fn press_key(app: &mut App, key: KeyCode) {
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(key);
input.clear();
input.press(key);
}
fn message_count<M: Message>(app: &App) -> usize {
let messages = app.world().resource::<Messages<M>>();
let mut cursor = messages.get_cursor();
cursor.read(messages).count()
}
fn set_drag(app: &mut App, active_touch_id: Option<u64>) {
let mut drag = app.world_mut().resource_mut::<DragState>();
drag.cards = vec![Card::new(Deck::Deck1, Suit::Clubs, Rank::Two)];
drag.committed = true;
drag.active_touch_id = active_touch_id;
}
#[test]
fn u_key_fires_undo_when_no_drag_active() {
let mut app = keyboard_core_app();
press_key(&mut app, KeyCode::KeyU);
app.update();
assert_eq!(
message_count::<UndoRequestEvent>(&app),
1,
"U with an idle DragState must fire UndoRequestEvent",
);
}
#[test]
fn u_key_ignored_during_committed_mouse_drag() {
let mut app = keyboard_core_app();
set_drag(&mut app, None); // mouse drag
press_key(&mut app, KeyCode::KeyU);
app.update();
assert_eq!(
message_count::<UndoRequestEvent>(&app),
0,
"U during a mouse drag must be swallowed",
);
}
#[test]
fn draw_key_ignored_during_touch_drag() {
let mut app = keyboard_core_app();
set_drag(&mut app, Some(7)); // real touch id
press_key(&mut app, KeyCode::KeyD);
app.update();
assert_eq!(
message_count::<DrawRequestEvent>(&app),
0,
"D during a touch drag must be swallowed",
);
}
#[test]
fn u_key_allowed_during_keyboard_lift() {
let mut app = keyboard_core_app();
set_drag(
&mut app,
Some(crate::selection_plugin::KEYBOARD_DRAG_TOUCH_ID),
);
press_key(&mut app, KeyCode::KeyU);
app.update();
assert_eq!(
message_count::<UndoRequestEvent>(&app),
1,
"the keyboard-lift sentinel must not block core shortcuts",
);
}
#[test]
fn g_key_forfeit_ignored_during_mouse_drag() {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
app.add_message::<ForfeitRequestEvent>();
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<DragState>();
app.add_systems(Update, handle_keyboard_forfeit);
set_drag(&mut app, None);
press_key(&mut app, KeyCode::KeyG);
app.update();
assert_eq!(
message_count::<ForfeitRequestEvent>(&app),
0,
"G during a mouse drag must be swallowed",
);
}
+26 -30
View File
@@ -24,13 +24,13 @@ use crate::font_plugin::FontResource;
use crate::settings_plugin::{SettingsResource, SettingsStoragePath};
use crate::sync_plugin::SyncProviderResource;
use crate::ui_modal::{
ButtonVariant, ModalScrim, ScrimDismissible, spawn_modal, spawn_modal_actions,
spawn_modal_button, spawn_modal_header,
ButtonVariant, ModalScrim, ScrimDismissible, spawn_empty_state, spawn_modal,
spawn_modal_actions, spawn_modal_button, spawn_modal_header,
};
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED, BORDER_SUBTLE, RADIUS_SM, STATE_INFO, TEXT_DISABLED, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4,
Z_MODAL_PANEL, Z_PAUSE_DIALOG,
ACCENT_PRIMARY, BG_ELEVATED, BORDER_SUBTLE, RADIUS_SM, TEXT_DISABLED, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY, TYPE_CAPTION, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4, Z_MODAL_PANEL,
Z_PAUSE_DIALOG,
};
// ---------------------------------------------------------------------------
@@ -536,11 +536,6 @@ fn spawn_leaderboard_screen(
font_size: TYPE_CAPTION,
..default()
};
let font_status = TextFont {
font: font_handle.clone(),
font_size: TYPE_BODY_LG,
..default()
};
let font_row = TextFont {
font: font_handle.clone(),
font_size: TYPE_BODY,
@@ -647,30 +642,31 @@ fn spawn_leaderboard_screen(
.with_children(|body| {
match data {
LeaderboardResource::Idle => {
body.spawn((
Text::new("Fetching\u{2026}"),
font_status.clone(),
TextColor(STATE_INFO),
));
spawn_empty_state(
body,
"\u{21BB}",
"Fetching the leaderboard\u{2026}",
None,
font_res,
);
}
LeaderboardResource::Error(_) => {
body.spawn((
Text::new("Couldn't reach the leaderboard. Try again later."),
font_status.clone(),
TextColor(TEXT_SECONDARY),
));
spawn_empty_state(
body,
"!",
"Couldn't reach the leaderboard.",
Some("Try again later."),
font_res,
);
}
LeaderboardResource::Loaded(rows) if rows.is_empty() => {
body.spawn((
Text::new("Be the first on the leaderboard."),
font_status.clone(),
TextColor(TEXT_PRIMARY),
));
body.spawn((
Text::new("Win a game and opt in to appear here."),
font_row.clone(),
TextColor(TEXT_SECONDARY),
));
spawn_empty_state(
body,
"\u{2660}",
"Be the first on the leaderboard.",
Some("Win a game and opt in to appear here."),
font_res,
);
}
LeaderboardResource::Loaded(rows) => {
// Column headers
+1
View File
@@ -63,6 +63,7 @@ pub mod theme_store_plugin;
pub mod time_attack_plugin;
pub mod touch_selection_plugin;
pub mod ui_focus;
pub mod ui_glass;
pub mod ui_modal;
pub mod ui_theme;
pub mod ui_tooltip;
+23 -17
View File
@@ -30,7 +30,7 @@ use crate::ui_modal::{ButtonVariant, ModalButton, spawn_modal_button};
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED_HI, BORDER_SUBTLE, HighContrastBorder, RADIUS_SM, STATE_INFO,
STATE_WARNING, STREAK_MILESTONES, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG,
TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4,
TYPE_HEADLINE, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4,
};
/// Bevy resource wrapping the current stats.
@@ -719,25 +719,17 @@ pub(crate) fn spawn_stats_body(
},
))
.with_children(|body| {
// First-launch caption — sits above the grid as gentle nudge so
// First-launch empty state (Phase L) — sits above the grid so
// the wall of em-dashes reads as "nothing to track yet" rather
// than as broken state.
if is_first_launch {
body.spawn((
Text::new("Play a game to start tracking stats."),
TextFont {
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
Node {
margin: UiRect {
bottom: VAL_SPACE_2,
..default()
},
..default()
},
));
crate::ui_modal::spawn_empty_state(
body,
"\u{2663}",
"Play a game to start tracking stats.",
None,
font_res,
);
}
// --- primary stat cells grid ---
@@ -893,6 +885,20 @@ pub(crate) fn spawn_replays_body(
selected_index: usize,
font_res: Option<&FontResource>,
) {
// Standard empty state (Phase L) — the selector / Watch / Copy
// controls only spawn when there is something to select, so their
// handlers all no-op via their existing empty-query paths.
if replays.is_empty() {
crate::ui_modal::spawn_empty_state(
card,
"\u{2666}",
"No replays yet.",
Some("Every win records a replay here automatically."),
font_res,
);
return;
}
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_row = TextFont {
font: font_handle,
+23 -17
View File
@@ -32,8 +32,8 @@ use crate::resources::TokioRuntimeResource;
use crate::settings_plugin::{SettingsPanel, SettingsResource};
use crate::theme::{ImportError, ThemeRegistry, import_theme, refresh_registry};
use crate::ui_modal::{
ButtonVariant, ModalScrim, ScrimDismissible, spawn_modal, spawn_modal_actions,
spawn_modal_button, spawn_modal_header,
ButtonVariant, ModalScrim, ScrimDismissible, spawn_empty_state, spawn_modal,
spawn_modal_actions, spawn_modal_button, spawn_modal_header,
};
use crate::ui_theme::{
BORDER_SUBTLE, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_CAPTION, VAL_SPACE_2, VAL_SPACE_3,
@@ -528,25 +528,31 @@ fn spawn_store_modal(
match catalog_state {
CatalogState::Idle | CatalogState::Loading => {
card.spawn((
Text::new("Loading catalog…"),
body_font.clone(),
TextColor(TEXT_SECONDARY),
));
spawn_empty_state(
card,
"\u{21BB}",
"Loading the catalog\u{2026}",
None,
font_res,
);
}
CatalogState::Error(msg) => {
card.spawn((
Text::new(format!("Could not load the catalog: {msg}")),
body_font.clone(),
TextColor(TEXT_SECONDARY),
));
spawn_empty_state(
card,
"!",
"Couldn't load the catalog.",
Some(msg.as_str()),
font_res,
);
}
CatalogState::Loaded(entries) if entries.is_empty() => {
card.spawn((
Text::new("The server has no themes yet."),
body_font.clone(),
TextColor(TEXT_SECONDARY),
));
spawn_empty_state(
card,
"#",
"The server has no themes yet.",
Some("Themes dropped into the server's theme_store folder appear here."),
font_res,
);
}
CatalogState::Loaded(entries) => {
for entry in entries {
+146
View File
@@ -0,0 +1,146 @@
//! "Liquid glass" material for floating UI surfaces.
//!
//! Produces the translucent, light-catching treatment used by the floating
//! touch tab bar (`hud_plugin::tab_bar`): a semi-transparent fill with a
//! vertical sheen, a specular rim highlight around the border, and a soft
//! drop shadow underneath. The table shows through the fill *sharp* — Bevy's
//! UI pipeline has no backdrop-blur concept, so this module approximates
//! frosted glass with layered gradients instead of sampling what's behind
//! the node. That keeps it a plain `bevy_ui` bundle: no custom shaders, no
//! extra render passes, and identical behaviour on desktop, Android, and
//! WebGL2.
//!
//! # Swapping the treatment
//!
//! Layout code depends only on [`glass_surface`] and [`GLASS_BORDER_PX`].
//! A future real-refraction material (e.g. a `UiMaterial` sampling a blurred
//! render target) can replace this module's internals without touching any
//! caller — that boundary is the reason this file exists separately from
//! `hud_plugin/tab_bar.rs`.
//!
//! # Departure from the Terminal design system
//!
//! `ui_theme` documents HUD chrome as opaque "status-line" panels. The glass
//! bar is a deliberate, user-approved exception for the floating touch tab
//! bar only; do not reuse this material for modals or the top HUD band
//! without a matching design decision.
use bevy::prelude::*;
use bevy::ui::{
BackgroundGradient, BorderGradient, BoxShadow, ColorStop, LinearGradient, ShadowStyle,
};
/// Border width every glass surface must reserve in its `Node::border` so
/// the rim gradient has a strip to paint into.
pub const GLASS_BORDER_PX: f32 = 1.0;
/// Base fill at the *bottom* of the glass sheet — near-black at ~62%
/// opacity so the felt and cards remain visible through the bar while
/// keeping icon/label contrast comfortable.
const GLASS_FILL_BOTTOM: Color = Color::srgba(0.055, 0.055, 0.063, 0.62);
/// Fill at the *top* of the sheet — the same glass lifted towards white,
/// reading as the curved surface catching overhead light.
const GLASS_FILL_TOP: Color = Color::srgba(0.20, 0.21, 0.23, 0.66);
/// Rim highlight at the top edge — the bright specular line where a real
/// glass pill would catch the light source.
const GLASS_RIM_TOP: Color = Color::srgba(1.0, 1.0, 1.0, 0.38);
/// Rim at the midpoint — almost gone, so the highlight reads as a glint
/// rather than a drawn outline.
const GLASS_RIM_MID: Color = Color::srgba(1.0, 1.0, 1.0, 0.06);
/// Rim at the bottom edge — a faint secondary catch-light, as on the
/// underside of a curved surface above a bright table.
const GLASS_RIM_BOTTOM: Color = Color::srgba(1.0, 1.0, 1.0, 0.16);
/// Drop shadow under the floating surface.
const GLASS_SHADOW: Color = Color::srgba(0.0, 0.0, 0.0, 0.35);
/// Visual components for a floating glass surface.
///
/// The caller owns the `Node` and must set two fields for the material to
/// render correctly:
/// - `border: UiRect::all(Val::Px(GLASS_BORDER_PX))` — the rim gradient
/// paints into the border strip and is invisible without it.
/// - `border_radius` — half the node height for a fully-round pill.
///
/// Everything here is fragment-shader work inside Bevy's stock UI pipeline,
/// so it is safe on WebGL2 and adds no per-frame cost beyond ordinary nodes.
pub fn glass_surface() -> impl Bundle {
(
// Sheen: one top-to-bottom linear gradient carries both the fill and
// the lighting so there is a single source of truth for the surface
// colour (a separate `BackgroundColor` would just be painted over).
BackgroundGradient(vec![
LinearGradient::new(
LinearGradient::TO_BOTTOM,
vec![
ColorStop::new(GLASS_FILL_TOP, Val::Percent(0.0)),
ColorStop::new(GLASS_FILL_BOTTOM, Val::Percent(60.0)),
],
)
.into(),
]),
// Specular rim: bright at the top edge, fading out through the
// sides, with a faint return at the bottom.
BorderGradient(vec![
LinearGradient::new(
LinearGradient::TO_BOTTOM,
vec![
ColorStop::new(GLASS_RIM_TOP, Val::Percent(0.0)),
ColorStop::new(GLASS_RIM_MID, Val::Percent(55.0)),
ColorStop::new(GLASS_RIM_BOTTOM, Val::Percent(100.0)),
],
)
.into(),
]),
// Soft shadow underneath sells the "floating above the table" read.
BoxShadow(vec![ShadowStyle {
color: GLASS_SHADOW,
x_offset: Val::Px(0.0),
y_offset: Val::Px(6.0),
spread_radius: Val::Px(0.0),
blur_radius: Val::Px(16.0),
}]),
)
}
#[cfg(test)]
mod tests {
use super::*;
/// The bundle must insert all three visual components — a regression
/// here (e.g. a refactor dropping the rim) would silently flatten the
/// glass into a plain translucent box.
#[test]
fn glass_surface_inserts_sheen_rim_and_shadow() {
let mut world = World::new();
let e = world.spawn(glass_surface()).id();
assert!(world.get::<BackgroundGradient>(e).is_some());
assert!(world.get::<BorderGradient>(e).is_some());
assert!(world.get::<BoxShadow>(e).is_some());
}
/// The fill must stay translucent (that is the whole point of glass) but
/// opaque enough that text keeps contrast over busy card art.
#[test]
fn glass_fill_alpha_stays_in_readable_band() {
for fill in [GLASS_FILL_TOP, GLASS_FILL_BOTTOM] {
let a = fill.alpha();
assert!(
(0.4..=0.85).contains(&a),
"glass fill alpha {a} outside readable 0.40.85 band"
);
}
}
/// The rim gradient must actually glint: strictly brightest at the top,
/// dimmest in the middle.
#[test]
fn rim_highlight_peaks_at_top() {
assert!(GLASS_RIM_TOP.alpha() > GLASS_RIM_BOTTOM.alpha());
assert!(GLASS_RIM_BOTTOM.alpha() > GLASS_RIM_MID.alpha());
}
}
+135 -3
View File
@@ -60,9 +60,9 @@ use crate::settings_plugin::SettingsResource;
use crate::ui_theme::{
ACCENT_PRIMARY, ACCENT_PRIMARY_HOVER, ACCENT_SECONDARY, BG_BASE, BG_ELEVATED, BG_ELEVATED_HI,
BG_ELEVATED_PRESSED, BG_ELEVATED_TOP, BORDER_STRONG, BORDER_SUBTLE, HighContrastBorder,
MOTION_MODAL_SECS, RADIUS_LG, RADIUS_MD, RADIUS_SM, SCRIM, STATE_SUCCESS, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY_LG, TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_2, VAL_SPACE_3,
VAL_SPACE_4, VAL_SPACE_5, scaled_duration,
MOTION_MODAL_SECS, RADIUS_LG, RADIUS_MD, RADIUS_SM, SCRIM, STATE_SUCCESS, TEXT_DISABLED,
TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, TYPE_DISPLAY,
TYPE_HEADLINE, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4, VAL_SPACE_5, scaled_duration,
};
// ---------------------------------------------------------------------------
@@ -328,6 +328,80 @@ pub fn spawn_modal_body_text(
parent.spawn((ModalBody, Text::new(text.into()), font, TextColor(color)));
}
/// Standard empty / loading / error surface (Phase L): a large glyph,
/// a headline, and an optional secondary detail line, centred in the
/// available space. Every async or possibly-empty surface (leaderboard,
/// replays, theme store, first-launch stats) renders through this so
/// "nothing here yet" reads identically everywhere.
///
/// A next-step action is composition, not configuration: spawn a
/// [`spawn_modal_button`] (or any control) in the same parent right
/// after this call.
///
/// `glyph` MUST come from FiraMono-covered ranges — card suits
/// (U+26602666), Arrows (U+219021FF), or ASCII. The Geometric Shapes
/// block renders as tofu on Android (§10 / §11).
pub fn spawn_empty_state(
parent: &mut ChildSpawnerCommands,
glyph: &str,
headline: &str,
detail: Option<&str>,
font_res: Option<&FontResource>,
) {
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_glyph = TextFont {
font: font_handle.clone(),
font_size: TYPE_DISPLAY,
..default()
};
let font_headline = TextFont {
font: font_handle.clone(),
font_size: TYPE_BODY_LG,
..default()
};
let font_detail = TextFont {
font: font_handle,
font_size: TYPE_BODY,
..default()
};
parent
.spawn((
EmptyStateBlock,
Node {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
row_gap: VAL_SPACE_2,
padding: UiRect::axes(VAL_SPACE_3, VAL_SPACE_5),
width: Val::Percent(100.0),
..default()
},
))
.with_children(|block| {
block.spawn((
Text::new(glyph.to_string()),
font_glyph,
TextColor(TEXT_DISABLED),
));
block.spawn((
Text::new(headline.to_string()),
font_headline,
TextColor(TEXT_PRIMARY),
));
if let Some(detail) = detail {
block.spawn((
Text::new(detail.to_string()),
font_detail,
TextColor(TEXT_SECONDARY),
));
}
});
}
/// Marker on every [`spawn_empty_state`] block, mostly for tests.
#[derive(Component, Debug)]
pub struct EmptyStateBlock;
/// Spawns the bottom actions row — flex-row with primary right-aligned.
/// The closure populates the row's buttons via `spawn_modal_button`.
///
@@ -1184,4 +1258,62 @@ mod tests {
"exactly one of the two stacked dismissible modals should remain"
);
}
// -----------------------------------------------------------------------
// Phase L: standard empty state
// -----------------------------------------------------------------------
/// The helper spawns glyph + headline (+ detail when given) under one
/// marked block, so every empty surface renders identically.
#[test]
fn empty_state_spawns_expected_structure() {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
{
let world = app.world_mut();
let mut commands = world.commands();
commands.spawn(Node::default()).with_children(|parent| {
spawn_empty_state(
parent,
"\u{2660}",
"Nothing here.",
Some("Do the thing."),
None,
);
spawn_empty_state(parent, "!", "No detail variant.", None, None);
});
}
app.update();
let blocks = app
.world_mut()
.query_filtered::<Entity, With<EmptyStateBlock>>()
.iter(app.world())
.count();
assert_eq!(blocks, 2, "each call spawns exactly one marked block");
let texts: Vec<String> = app
.world_mut()
.query::<&Text>()
.iter(app.world())
.map(|t| t.0.clone())
.collect();
for expected in [
"\u{2660}",
"Nothing here.",
"Do the thing.",
"!",
"No detail variant.",
] {
assert!(
texts.iter().any(|t| t == expected),
"missing text node {expected:?}; got {texts:?}"
);
}
assert_eq!(
texts.len(),
5,
"the detail-less variant must not spawn a detail node"
);
}
}