refactor(engine): split hud_plugin runtime code into submodules #128
@@ -0,0 +1,430 @@
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//! HUD feedback effects: action-bar fades, score pulses and floaters,
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//! and streak flourishes.
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use super::*;
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/// Auto-fade state for the action button bar. The bar fades out when
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/// the cursor is in the play area (below the HUD band) and back in when
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/// the cursor approaches the top of the window — same UX as a video
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/// player's auto-hide controls. Buttons remain fully interactive when
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/// visible; when faded out they're geometrically out of cursor reach
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/// (hover requires the cursor to be on a button), so no extra
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/// pointer-events guard is needed.
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#[derive(Resource, Debug, Clone, Copy)]
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pub struct HudActionFade {
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/// Currently displayed alpha. Lerped toward `target` each frame.
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pub alpha: f32,
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/// Where `alpha` is heading — 0.0 (faded out) or 1.0 (visible).
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pub target: f32,
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}
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impl Default for HudActionFade {
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fn default() -> Self {
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// Start visible so the player sees the controls on first launch
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// before they've moved the cursor anywhere.
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Self {
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alpha: 1.0,
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target: 1.0,
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}
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}
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}
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/// How many pixels from the bottom edge the cursor must be to reveal the bar.
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/// Set slightly taller than `HUD_BAND_HEIGHT` so the bar fades in as the
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/// cursor approaches, not only when it crosses into the band itself.
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#[cfg(not(target_os = "android"))]
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const ACTION_FADE_REVEAL_PX: f32 = HUD_BAND_HEIGHT + 32.0;
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/// Lerp rate for fading (per second). 6.0 ≈ 167 ms for a full
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/// transition — fast enough to feel responsive without flashing on
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/// brief cursor wanders into the reveal zone.
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#[cfg(not(target_os = "android"))]
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const ACTION_FADE_RATE_PER_SEC: f32 = 6.0;
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/// Updates the fade state from cursor position. Sets `target = 1.0` if
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/// the cursor is in the reveal zone (bottom of window) or off-screen
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/// (player is using keyboard); `0.0` otherwise. Lerps `alpha` toward
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/// `target` at a fixed rate so the visual transition is smooth across
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/// variable framerates.
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#[cfg(not(target_os = "android"))]
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pub(super) fn update_action_fade(windows: Query<&Window>, time: Res<Time>, mut fade: ResMut<HudActionFade>) {
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let Ok(window) = windows.single() else {
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return;
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};
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let height = window.resolution.height();
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fade.target = match window.cursor_position() {
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Some(pos) if pos.y >= height - ACTION_FADE_REVEAL_PX => 1.0,
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Some(_) => 0.0,
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// Off-window cursor: assume keyboard navigation and keep the
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// bar visible so Tab cycling doesn't lead to invisible focus.
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None => 1.0,
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};
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let dt = time.delta_secs();
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let max_step = ACTION_FADE_RATE_PER_SEC * dt;
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let diff = fade.target - fade.alpha;
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fade.alpha = (fade.alpha + diff.clamp(-max_step, max_step)).clamp(0.0, 1.0);
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}
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/// Applies the current fade alpha to every action button's
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/// `BackgroundColor` and to its child label / hotkey-chip text. Runs in
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/// `Last` (after `paint_action_buttons`) so a hover-state change in the
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/// same frame doesn't override the fade with an opaque idle / hover
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/// colour.
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#[cfg(not(target_os = "android"))]
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#[allow(clippy::type_complexity)]
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pub(super) fn apply_action_fade(
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fade: Res<HudActionFade>,
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// Excludes `PopoverRow` so the auto-fade only applies to the
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// top-level action bar buttons. Popover rows live inside an
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// explicitly-opened dropdown panel and need to stay visible
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// regardless of the bar's fade state — without the exclusion
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// the rows fade to invisible while the popover container stays
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// visible, leaving a solid background block with no readable
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// content.
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mut buttons: Query<
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(&Children, &mut BackgroundColor),
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(With<ActionButton>, Without<PopoverRow>),
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>,
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mut text_q: Query<&mut TextColor>,
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) {
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for (children, mut bg) in &mut buttons {
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let mut c = bg.0;
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c.set_alpha(fade.alpha);
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bg.0 = c;
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for child in children.iter() {
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if let Ok(mut tc) = text_q.get_mut(child) {
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let mut cc = tc.0;
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cc.set_alpha(fade.alpha);
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tc.0 = cc;
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}
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}
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}
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}
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/// Visual feedback for every action button — paints idle / hover / pressed
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/// states by mutating `BackgroundColor` whenever the interaction state
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/// changes. One query covers all action buttons via the shared
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/// `ActionButton` marker.
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#[allow(clippy::type_complexity)]
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pub(super) fn paint_action_buttons(
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mut buttons: Query<
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(&Interaction, &mut BackgroundColor),
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(With<ActionButton>, Changed<Interaction>),
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>,
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) {
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for (interaction, mut bg) in &mut buttons {
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bg.0 = match interaction {
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Interaction::Pressed => ACTION_BTN_PRESSED,
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Interaction::Hovered => ACTION_BTN_HOVER,
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Interaction::None => ACTION_BTN_IDLE,
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};
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}
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}
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/// Triangular 1.0 → 1.1 → 1.0 curve used by the score pulse. Pure
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/// function so the test suite can assert on the curve directly
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/// without spinning up a Bevy app.
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///
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/// The brief proposed `if t < 0.5 { 1.0 + 0.2*t } else { 1.2 - 0.2*(t-0.5) }`,
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/// but that yields a discontinuity at t=0.5 (jumps from 1.1 → 1.2) and
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/// ends at 1.1 instead of 1.0. The corrected form below preserves the
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/// intent ("1.0 → 1.1 → 1.0 over the duration") with a continuous
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/// triangle peaking at 1.1.
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pub(super) fn score_pulse_scale(t: f32) -> f32 {
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let clamped = t.clamp(0.0, 1.0);
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if clamped < 0.5 {
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1.0 + 0.2 * clamped
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} else {
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1.1 - 0.2 * (clamped - 0.5)
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}
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}
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/// Vertical pixels the floating "+N" drifts up over its lifetime.
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const FLOATER_DRIFT_PX: f32 = 40.0;
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/// Diffs the current `GameStateResource.score` against
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/// [`PreviousScore`]. On a positive delta:
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///
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/// - Inserts (or refreshes) a [`ScorePulse`] on every [`HudScore`] entity
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/// so the readout pulses 1.0 → 1.1 → 1.0.
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/// - When the delta is ≥ [`SCORE_FLOATER_THRESHOLD`], spawns a floating
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/// "+N" UI text in `ACCENT_PRIMARY` anchored just below the score
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/// readout (see the doc comment on [`ScoreFloater`] for why this is a
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/// UI Node rather than a `Text2d`).
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pub(super) fn detect_score_change(
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game: Res<GameStateResource>,
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settings: Option<Res<SettingsResource>>,
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mut prev: ResMut<PreviousScore>,
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font_res: Option<Res<FontResource>>,
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score_q: Query<Entity, With<HudScore>>,
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mut commands: Commands,
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) {
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let current = game.0.score();
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let delta = current - prev.0;
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prev.0 = current;
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if delta <= 0 {
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return;
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}
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let reduce_motion = settings.as_deref().is_some_and(|s| s.0.reduce_motion_mode);
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if reduce_motion {
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return;
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}
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let speed = settings
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.as_ref()
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.map(|s| s.0.animation_speed)
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.unwrap_or_default();
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let pulse_secs = scaled_duration(MOTION_SCORE_PULSE_SECS, speed);
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let floater_secs = scaled_duration(MOTION_SCORE_PULSE_SECS * 2.0, speed);
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// Refresh ScorePulse on every score readout entity (in practice
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// there's exactly one, but iterating is cheaper than asserting).
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for entity in &score_q {
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commands.entity(entity).insert(ScorePulse {
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elapsed: 0.0,
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duration: pulse_secs,
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});
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}
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if delta < SCORE_FLOATER_THRESHOLD {
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return;
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}
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let font = TextFont {
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font: font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default(),
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font_size: TYPE_BODY_LG,
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..default()
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};
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// Spawned as an absolutely-positioned UI Node so the floater rides
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// the same screen-coordinate system as the score readout. Using a
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// `Text2d` here would require translating UI layout coordinates to
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// world space every frame; a UI node piggybacks on the same
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// anchoring `update_hud` already uses for the score and stays
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// testable under `MinimalPlugins`.
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commands.spawn((
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ScoreFloater {
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elapsed: 0.0,
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duration: floater_secs,
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},
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Node {
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position_type: PositionType::Absolute,
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// Anchored next to the HUD column; matches the
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// `spawn_hud` left/top offsets so the floater appears
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// overlaid on the score line and drifts up from there.
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left: VAL_SPACE_3,
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top: Val::Px(0.0),
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..default()
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},
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ZIndex(Z_HUD_TOP),
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Text::new(format!("+{delta}")),
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font,
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TextColor(ACCENT_PRIMARY),
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));
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}
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/// Advances every [`ScorePulse`], scaling its entity's `Transform`
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/// using [`score_pulse_scale`]. Removes the component once
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/// `elapsed >= duration` (or immediately under
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/// [`AnimSpeed::Instant`](solitaire_data::AnimSpeed) where duration is
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/// 0) and pins the scale back to 1.0 so no float drift survives.
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pub(super) fn advance_score_pulse(
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time: Res<Time>,
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mut commands: Commands,
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mut q: Query<(Entity, &mut ScorePulse, &mut Transform)>,
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) {
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let dt = time.delta_secs();
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for (entity, mut pulse, mut transform) in &mut q {
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let t = if pulse.duration <= 0.0 {
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1.0
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} else {
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pulse.elapsed += dt;
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(pulse.elapsed / pulse.duration).clamp(0.0, 1.0)
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};
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let scale = score_pulse_scale(t);
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transform.scale = Vec3::new(scale, scale, 1.0);
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if t >= 1.0 {
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transform.scale = Vec3::ONE;
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commands.entity(entity).remove::<ScorePulse>();
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}
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}
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}
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/// Advances every [`ScoreFloater`]: drifts the node upward by up to
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/// [`FLOATER_DRIFT_PX`] and fades the text colour to transparent over
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/// its lifetime. Despawns the entity once `elapsed >= duration`.
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pub(super) fn advance_score_floater(
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time: Res<Time>,
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mut commands: Commands,
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mut nodes: Query<(Entity, &mut ScoreFloater, &mut Node, &mut TextColor)>,
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) {
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let dt = time.delta_secs();
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for (entity, mut floater, mut node, mut color) in &mut nodes {
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let t = if floater.duration <= 0.0 {
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1.0
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} else {
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floater.elapsed += dt;
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(floater.elapsed / floater.duration).clamp(0.0, 1.0)
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};
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// Drift upward: top decreases as t grows. Starting top=0 keeps
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// the floater on the score line; ending at -FLOATER_DRIFT_PX
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// pulls it up off the readout.
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node.top = Val::Px(-FLOATER_DRIFT_PX * t);
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// Linear fade: ACCENT_PRIMARY at t=0 → fully transparent at t=1.
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let mut c = ACCENT_PRIMARY;
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c.set_alpha(1.0 - t);
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color.0 = c;
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if t >= 1.0 {
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commands.entity(entity).despawn();
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}
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}
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}
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// ---------------------------------------------------------------------------
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// Streak-milestone flourish
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//
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// Per the 2026-04-30 UX overhaul plan, the foundation flourish is the per-suit
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// completion celebration; the streak flourish is its lifetime equivalent —
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// when the player's `win_streak_current` crosses 3, 5, or 10, the HUD score
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// readout pulses larger than a normal score-change pulse and tints magenta
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// (`ACCENT_SECONDARY`) before snapping back to its resting state.
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//
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// Why the score readout: there is no always-on streak number on the HUD
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// today (the readout lives in the Stats overlay), and the score is the
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// most prominent always-visible HUD figure. The accompanying `InfoToastEvent`
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// fired by `stats_plugin` carries the explicit "Win streak: N!" text so a
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// player who isn't watching the score still sees the celebration land.
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// ---------------------------------------------------------------------------
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/// Pure helper for unit tests — returns the per-frame scale factor for
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/// the streak flourish at `elapsed_secs` over `duration_secs`.
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///
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/// Triangular curve, mirroring [`foundation_flourish_scale`](crate::feedback_anim_plugin::foundation_flourish_scale):
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/// at `t = 0.0` returns `1.0`, at `t = 0.5` returns
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/// [`STREAK_FLOURISH_PEAK_SCALE`], at `t = 1.0` returns `1.0`.
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/// Out-of-range values are clamped so the score readout never freezes
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/// at a non-1.0 scale on the frame after the flourish ends.
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///
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/// Returns `1.0` whenever `duration_secs <= 0.0` so callers running
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/// under `AnimSpeed::Instant` (zeroed durations) skip the flourish
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/// without dividing by zero.
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pub fn streak_flourish_scale(elapsed_secs: f32, duration_secs: f32) -> f32 {
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if duration_secs <= 0.0 {
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return 1.0;
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}
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let t = (elapsed_secs / duration_secs).clamp(0.0, 1.0);
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let peak = STREAK_FLOURISH_PEAK_SCALE;
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if t < 0.5 {
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// Climb from 1.0 at t=0 to peak at t=0.5.
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1.0 + (peak - 1.0) * (t / 0.5)
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} else {
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// Descend from peak at t=0.5 back to 1.0 at t=1.0.
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peak - (peak - 1.0) * ((t - 0.5) / 0.5)
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}
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}
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/// Inserts a [`StreakFlourish`] on every [`HudScore`] entity when a
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/// [`WinStreakMilestoneEvent`] fires. Captures the readout's current
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/// `TextColor` so `advance_streak_flourish` can restore it when the
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/// timer expires; reuses any existing flourish's `original_color` so
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/// re-entering the system mid-flourish doesn't snapshot the magenta
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/// tint as the new "original".
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///
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/// Removes any concurrent [`ScorePulse`] from the same entity so the
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/// flourish takes over the scale slot cleanly — score pulses last
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/// 250 ms, the flourish 600 ms, and the streak crossing always
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/// coincides with a positive score delta, so the flourish is the
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/// louder of the two celebrations.
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pub(super) fn start_streak_flourish(
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mut events: MessageReader<WinStreakMilestoneEvent>,
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settings: Option<Res<SettingsResource>>,
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score_q: Query<(Entity, &TextColor, Option<&StreakFlourish>), With<HudScore>>,
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|
mut commands: Commands,
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|
) {
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let Some(latest) = events.read().last() else {
|
||||||
|
return;
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||||||
|
};
|
||||||
|
if settings.as_deref().is_some_and(|s| s.0.reduce_motion_mode) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
let speed = settings
|
||||||
|
.as_ref()
|
||||||
|
.map(|s| s.0.animation_speed)
|
||||||
|
.unwrap_or_default();
|
||||||
|
let duration = scaled_duration(MOTION_STREAK_FLOURISH_SECS, speed);
|
||||||
|
for (entity, color, existing) in &score_q {
|
||||||
|
let original_color = existing.map_or(color.0, |f| f.original_color);
|
||||||
|
commands
|
||||||
|
.entity(entity)
|
||||||
|
.remove::<ScorePulse>()
|
||||||
|
.insert(StreakFlourish {
|
||||||
|
streak: latest.streak,
|
||||||
|
elapsed: 0.0,
|
||||||
|
duration,
|
||||||
|
original_color,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Advances every [`StreakFlourish`], scaling its entity's `Transform`
|
||||||
|
/// using [`streak_flourish_scale`] and lerping the `TextColor` toward
|
||||||
|
/// [`ACCENT_SECONDARY`] for the first half then back to the captured
|
||||||
|
/// `original_color`. Removes the component once `elapsed >= duration`
|
||||||
|
/// (or immediately under [`AnimSpeed::Instant`](solitaire_data::AnimSpeed)
|
||||||
|
/// where duration is 0) and pins the scale back to 1.0 / restores the
|
||||||
|
/// original colour so no half-state is ever shown.
|
||||||
|
///
|
||||||
|
/// Filtered with `Without<ScorePulse>` so the streak flourish never
|
||||||
|
/// races a score pulse for the same `Transform.scale` slot —
|
||||||
|
/// `start_streak_flourish` strips any concurrent `ScorePulse` from the
|
||||||
|
/// score entity before this system runs, so the filter is purely a
|
||||||
|
/// belt-and-braces invariant.
|
||||||
|
pub(super) fn advance_streak_flourish(
|
||||||
|
time: Res<Time>,
|
||||||
|
mut commands: Commands,
|
||||||
|
mut q: Query<
|
||||||
|
(Entity, &mut StreakFlourish, &mut Transform, &mut TextColor),
|
||||||
|
Without<ScorePulse>,
|
||||||
|
>,
|
||||||
|
) {
|
||||||
|
let dt = time.delta_secs();
|
||||||
|
for (entity, mut anim, mut transform, mut color) in &mut q {
|
||||||
|
let t = if anim.duration <= 0.0 {
|
||||||
|
1.0
|
||||||
|
} else {
|
||||||
|
anim.elapsed += dt;
|
||||||
|
(anim.elapsed / anim.duration).clamp(0.0, 1.0)
|
||||||
|
};
|
||||||
|
let scale = streak_flourish_scale(anim.elapsed, anim.duration);
|
||||||
|
transform.scale = Vec3::new(scale, scale, 1.0);
|
||||||
|
// Tint mix: full magenta at t=0..=0.5, fades back to the
|
||||||
|
// original colour over t=0.5..=1.0.
|
||||||
|
let mix = if t < 0.5 { 1.0 } else { 1.0 - (t - 0.5) / 0.5 };
|
||||||
|
color.0 = lerp_text_color(anim.original_color, ACCENT_SECONDARY, mix);
|
||||||
|
if t >= 1.0 {
|
||||||
|
transform.scale = Vec3::ONE;
|
||||||
|
color.0 = anim.original_color;
|
||||||
|
commands.entity(entity).remove::<StreakFlourish>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// sRGB-space linear interpolation between two `Color`s — small local
|
||||||
|
/// helper so `advance_streak_flourish` stays readable. sRGB-space
|
||||||
|
/// lerping is fine for a brief decorative tint (a perceptually-uniform
|
||||||
|
/// space would be overkill).
|
||||||
|
pub(super) fn lerp_text_color(from: Color, to: Color, t: f32) -> Color {
|
||||||
|
let from = from.to_srgba();
|
||||||
|
let to = to.to_srgba();
|
||||||
|
let t = t.clamp(0.0, 1.0);
|
||||||
|
Color::srgba(
|
||||||
|
from.red + (to.red - from.red) * t,
|
||||||
|
from.green + (to.green - from.green) * t,
|
||||||
|
from.blue + (to.blue - from.blue) * t,
|
||||||
|
from.alpha + (to.alpha - from.alpha) * t,
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
@@ -0,0 +1,616 @@
|
|||||||
|
//! HUD interaction: action-button handlers, Modes/Menu popovers, and
|
||||||
|
//! the chrome tap-to-toggle gesture.
|
||||||
|
|
||||||
|
use super::*;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/// `Changed<Interaction>` filter ensures we only react on the frame the
|
||||||
|
/// interaction state transitions, avoiding repeat events while the button
|
||||||
|
/// is held down. Each click handler fires the corresponding request event,
|
||||||
|
/// which `pause_plugin` / `help_plugin` / `game_plugin` consume alongside
|
||||||
|
/// their existing keyboard handlers.
|
||||||
|
pub(super) fn handle_new_game_button(
|
||||||
|
interaction_query: Query<&Interaction, (With<NewGameButton>, Changed<Interaction>)>,
|
||||||
|
mut new_game: MessageWriter<NewGameRequestEvent>,
|
||||||
|
) {
|
||||||
|
for interaction in &interaction_query {
|
||||||
|
if *interaction == Interaction::Pressed {
|
||||||
|
new_game.write(NewGameRequestEvent::default());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub(super) fn handle_undo_button(
|
||||||
|
interaction_query: Query<&Interaction, (With<UndoButton>, Changed<Interaction>)>,
|
||||||
|
mut undo: MessageWriter<UndoRequestEvent>,
|
||||||
|
) {
|
||||||
|
for interaction in &interaction_query {
|
||||||
|
if *interaction == Interaction::Pressed {
|
||||||
|
undo.write(UndoRequestEvent);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub(super) fn handle_pause_button(
|
||||||
|
interaction_query: Query<&Interaction, (With<PauseButton>, Changed<Interaction>)>,
|
||||||
|
mut pause: MessageWriter<PauseRequestEvent>,
|
||||||
|
) {
|
||||||
|
for interaction in &interaction_query {
|
||||||
|
if *interaction == Interaction::Pressed {
|
||||||
|
pause.write(PauseRequestEvent);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub(super) fn handle_help_button(
|
||||||
|
interaction_query: Query<&Interaction, (With<HelpButton>, Changed<Interaction>)>,
|
||||||
|
mut help: MessageWriter<HelpRequestEvent>,
|
||||||
|
) {
|
||||||
|
for interaction in &interaction_query {
|
||||||
|
if *interaction == Interaction::Pressed {
|
||||||
|
help.write(HelpRequestEvent);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub(super) fn handle_hint_button(
|
||||||
|
interaction_query: Query<&Interaction, (With<HintButton>, Changed<Interaction>)>,
|
||||||
|
paused: Option<Res<PausedResource>>,
|
||||||
|
game: Option<Res<GameStateResource>>,
|
||||||
|
solver_config: Option<Res<crate::input_plugin::HintSolverConfig>>,
|
||||||
|
mut pending_hint: Option<ResMut<crate::pending_hint::PendingHintTask>>,
|
||||||
|
mut info_toast: MessageWriter<InfoToastEvent>,
|
||||||
|
) {
|
||||||
|
for interaction in &interaction_query {
|
||||||
|
if *interaction != Interaction::Pressed {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
if paused.as_ref().is_some_and(|p| p.0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
let Some(ref g) = game else { return };
|
||||||
|
if g.0.is_won() {
|
||||||
|
info_toast.write(InfoToastEvent(HINT_WON_MSG.to_string()));
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if let (Some(cfg), Some(hint)) = (solver_config.as_ref(), pending_hint.as_mut()) {
|
||||||
|
hint.spawn(g.0.clone(), cfg.moves_budget, cfg.states_budget);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Toggles the [`ModesPopover`]: spawns it on first click, despawns it on
|
||||||
|
/// second click. Mode rows are populated per the player's current level so
|
||||||
|
/// only unlocked options appear.
|
||||||
|
pub(super) fn handle_modes_button(
|
||||||
|
interaction_query: Query<&Interaction, (With<ModesButton>, Changed<Interaction>)>,
|
||||||
|
popovers: Query<Entity, With<ModesPopover>>,
|
||||||
|
backdrops: Query<Entity, With<ModesPopoverBackdrop>>,
|
||||||
|
progress: Option<Res<ProgressResource>>,
|
||||||
|
daily: Option<Res<DailyChallengeResource>>,
|
||||||
|
font_res: Option<Res<FontResource>>,
|
||||||
|
mut commands: Commands,
|
||||||
|
) {
|
||||||
|
let pressed = interaction_query.iter().any(|i| *i == Interaction::Pressed);
|
||||||
|
if !pressed {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if let Ok(entity) = popovers.single() {
|
||||||
|
commands.entity(entity).despawn();
|
||||||
|
for e in &backdrops {
|
||||||
|
commands.entity(e).despawn();
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
spawn_modes_popover(
|
||||||
|
&mut commands,
|
||||||
|
progress.as_deref(),
|
||||||
|
daily.as_deref(),
|
||||||
|
font_res.as_deref(),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Spawns the modes popover anchored just below the action bar's right
|
||||||
|
/// edge. Always includes Classic; includes Daily Challenge when a daily
|
||||||
|
/// resource is loaded; includes Zen / Challenge / Time Attack once the
|
||||||
|
/// player reaches the challenge unlock level.
|
||||||
|
pub(super) fn spawn_modes_popover(
|
||||||
|
commands: &mut Commands,
|
||||||
|
progress: Option<&ProgressResource>,
|
||||||
|
daily: Option<&DailyChallengeResource>,
|
||||||
|
font_res: Option<&FontResource>,
|
||||||
|
) {
|
||||||
|
let level = progress.map_or(0, |p| p.0.level);
|
||||||
|
let font = TextFont {
|
||||||
|
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
|
||||||
|
font_size: 15.0,
|
||||||
|
..default()
|
||||||
|
};
|
||||||
|
|
||||||
|
// Each row carries a tooltip alongside its label so hover reveals
|
||||||
|
// a one-line description of what the mode does — mirroring the
|
||||||
|
// tooltips on the action-bar buttons that opened this popover.
|
||||||
|
let mut rows: Vec<(ModeOption, &'static str, &'static str)> = vec![(
|
||||||
|
ModeOption::Classic,
|
||||||
|
"Classic",
|
||||||
|
"Standard Klondike. Score, timer, and full progression.",
|
||||||
|
)];
|
||||||
|
if daily.is_some() {
|
||||||
|
rows.push((
|
||||||
|
ModeOption::DailyChallenge,
|
||||||
|
"Daily Challenge",
|
||||||
|
"Today's seeded deal. Same for every player worldwide.",
|
||||||
|
));
|
||||||
|
}
|
||||||
|
if level >= CHALLENGE_UNLOCK_LEVEL {
|
||||||
|
rows.push((
|
||||||
|
ModeOption::Zen,
|
||||||
|
"Zen",
|
||||||
|
"No timer, no score, no penalties. Just play.",
|
||||||
|
));
|
||||||
|
rows.push((
|
||||||
|
ModeOption::Challenge,
|
||||||
|
"Challenge",
|
||||||
|
"Hand-picked hard seeds. No undo allowed.",
|
||||||
|
));
|
||||||
|
rows.push((
|
||||||
|
ModeOption::TimeAttack,
|
||||||
|
"Time Attack",
|
||||||
|
"Win as many games as you can in ten minutes.",
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Popover opens upward from just above the bottom action bar.
|
||||||
|
// Use a platform-aware offset that clears the bar height + safe-area
|
||||||
|
// gesture zone on Android, and the flat bar height on desktop.
|
||||||
|
let popover_bottom = Val::Px(ACTION_POPOVER_BOTTOM_PX);
|
||||||
|
|
||||||
|
commands
|
||||||
|
.spawn((
|
||||||
|
ModesPopover,
|
||||||
|
HudPopoverOpen,
|
||||||
|
Node {
|
||||||
|
position_type: PositionType::Absolute,
|
||||||
|
right: VAL_SPACE_3,
|
||||||
|
bottom: popover_bottom,
|
||||||
|
flex_direction: FlexDirection::Column,
|
||||||
|
row_gap: VAL_SPACE_1,
|
||||||
|
padding: UiRect::all(VAL_SPACE_2),
|
||||||
|
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
BackgroundColor(BG_ELEVATED),
|
||||||
|
ZIndex(Z_HUD_POPOVER),
|
||||||
|
))
|
||||||
|
.with_children(|panel| {
|
||||||
|
for (option, label, tooltip) in rows {
|
||||||
|
panel
|
||||||
|
.spawn((
|
||||||
|
option,
|
||||||
|
ActionButton,
|
||||||
|
PopoverRow,
|
||||||
|
Button,
|
||||||
|
Tooltip::new(tooltip),
|
||||||
|
Node {
|
||||||
|
padding: UiRect::axes(VAL_SPACE_3, Val::Px(6.0)),
|
||||||
|
justify_content: JustifyContent::FlexStart,
|
||||||
|
align_items: AlignItems::Center,
|
||||||
|
min_width: Val::Px(150.0),
|
||||||
|
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
BackgroundColor(ACTION_BTN_IDLE),
|
||||||
|
))
|
||||||
|
.with_children(|b| {
|
||||||
|
b.spawn((Text::new(label), font.clone(), TextColor(TEXT_PRIMARY)));
|
||||||
|
});
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
// Fullscreen transparent backdrop at Z_HUD_POPOVER_BACKDROP (below the
|
||||||
|
// popover at Z_HUD_POPOVER) so tapping outside light-dismisses it.
|
||||||
|
commands.spawn((
|
||||||
|
ModesPopoverBackdrop,
|
||||||
|
Button,
|
||||||
|
Node {
|
||||||
|
position_type: PositionType::Absolute,
|
||||||
|
left: Val::Px(0.0),
|
||||||
|
top: Val::Px(0.0),
|
||||||
|
width: Val::Percent(100.0),
|
||||||
|
height: Val::Percent(100.0),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
BackgroundColor(Color::NONE),
|
||||||
|
ZIndex(Z_HUD_POPOVER_BACKDROP),
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Dispatches the click on a popover row to the matching request event,
|
||||||
|
/// then despawns the popover.
|
||||||
|
///
|
||||||
|
/// Classic uses [`NewGameRequestEvent`] directly; the other modes use
|
||||||
|
/// their `Start*RequestEvent` so the existing keyboard handler runs
|
||||||
|
/// (level gates, `TimeAttackResource` setup, daily seed lookup, etc.) —
|
||||||
|
/// the popover stays a thin entry point and never duplicates that logic.
|
||||||
|
#[allow(clippy::too_many_arguments)]
|
||||||
|
pub(super) fn handle_mode_option_click(
|
||||||
|
interaction_query: Query<(&Interaction, &ModeOption), Changed<Interaction>>,
|
||||||
|
popovers: Query<Entity, With<ModesPopover>>,
|
||||||
|
backdrops: Query<Entity, With<ModesPopoverBackdrop>>,
|
||||||
|
mut new_game: MessageWriter<NewGameRequestEvent>,
|
||||||
|
mut zen: MessageWriter<StartZenRequestEvent>,
|
||||||
|
mut challenge: MessageWriter<StartChallengeRequestEvent>,
|
||||||
|
mut time_attack: MessageWriter<StartTimeAttackRequestEvent>,
|
||||||
|
mut daily: MessageWriter<StartDailyChallengeRequestEvent>,
|
||||||
|
mut commands: Commands,
|
||||||
|
) {
|
||||||
|
let mut clicked_any = false;
|
||||||
|
for (interaction, option) in &interaction_query {
|
||||||
|
if *interaction != Interaction::Pressed {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
clicked_any = true;
|
||||||
|
match option {
|
||||||
|
ModeOption::Classic => {
|
||||||
|
new_game.write(NewGameRequestEvent::default());
|
||||||
|
}
|
||||||
|
ModeOption::DailyChallenge => {
|
||||||
|
daily.write(StartDailyChallengeRequestEvent);
|
||||||
|
}
|
||||||
|
ModeOption::Zen => {
|
||||||
|
zen.write(StartZenRequestEvent);
|
||||||
|
}
|
||||||
|
ModeOption::Challenge => {
|
||||||
|
challenge.write(StartChallengeRequestEvent);
|
||||||
|
}
|
||||||
|
ModeOption::TimeAttack => {
|
||||||
|
time_attack.write(StartTimeAttackRequestEvent);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if clicked_any && let Ok(entity) = popovers.single() {
|
||||||
|
commands.entity(entity).despawn();
|
||||||
|
for e in &backdrops {
|
||||||
|
commands.entity(e).despawn();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Toggles the [`MenuPopover`]: spawns it on first click, despawns it on
|
||||||
|
/// second click. The popover lists the five overlays previously only
|
||||||
|
/// reachable via the S / A / P / O / L hotkeys.
|
||||||
|
pub(super) fn handle_menu_button(
|
||||||
|
interaction_query: Query<&Interaction, (With<MenuButton>, Changed<Interaction>)>,
|
||||||
|
popovers: Query<Entity, With<MenuPopover>>,
|
||||||
|
backdrops: Query<Entity, With<MenuPopoverBackdrop>>,
|
||||||
|
scrims: Query<(), With<ModalScrim>>,
|
||||||
|
font_res: Option<Res<FontResource>>,
|
||||||
|
mut commands: Commands,
|
||||||
|
) {
|
||||||
|
let pressed = interaction_query.iter().any(|i| *i == Interaction::Pressed);
|
||||||
|
if !pressed {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if let Ok(entity) = popovers.single() {
|
||||||
|
commands.entity(entity).despawn();
|
||||||
|
for e in &backdrops {
|
||||||
|
commands.entity(e).despawn();
|
||||||
|
}
|
||||||
|
} else if scrims.is_empty() {
|
||||||
|
spawn_menu_popover(&mut commands, font_res.as_deref());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Spawns the menu popover anchored just below the action bar, with one
|
||||||
|
/// row per overlay. Each row dispatches its corresponding
|
||||||
|
/// `Toggle*RequestEvent` so the existing toggle handler runs (and the
|
||||||
|
/// HUD never duplicates spawn / despawn / fetch logic).
|
||||||
|
pub(super) fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&FontResource>) {
|
||||||
|
let font = TextFont {
|
||||||
|
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
|
||||||
|
font_size: 15.0,
|
||||||
|
..default()
|
||||||
|
};
|
||||||
|
|
||||||
|
// Each row carries a tooltip alongside its label so hover reveals
|
||||||
|
// a one-line description of what each overlay shows — mirroring
|
||||||
|
// the tooltips on the action-bar buttons that opened this popover.
|
||||||
|
let rows: [(MenuOption, &'static str, &'static str); 7] = [
|
||||||
|
(
|
||||||
|
MenuOption::Help,
|
||||||
|
"Help",
|
||||||
|
"Show controls, rules, and keyboard shortcuts.",
|
||||||
|
),
|
||||||
|
(
|
||||||
|
MenuOption::Modes,
|
||||||
|
"Game Modes",
|
||||||
|
"Switch modes: Classic, Daily, Zen, Challenge, Time Attack.",
|
||||||
|
),
|
||||||
|
(
|
||||||
|
MenuOption::Stats,
|
||||||
|
"Stats",
|
||||||
|
"Lifetime totals: wins, streaks, fastest time, best score.",
|
||||||
|
),
|
||||||
|
(
|
||||||
|
MenuOption::Achievements,
|
||||||
|
"Achievements",
|
||||||
|
"Browse unlocked achievements and the rewards still ahead.",
|
||||||
|
),
|
||||||
|
(
|
||||||
|
MenuOption::Profile,
|
||||||
|
"Profile",
|
||||||
|
"Your level, XP progress, and sync status.",
|
||||||
|
),
|
||||||
|
(
|
||||||
|
MenuOption::Settings,
|
||||||
|
"Settings",
|
||||||
|
"Audio, animations, theme, draw mode, and sync.",
|
||||||
|
),
|
||||||
|
(
|
||||||
|
MenuOption::Leaderboard,
|
||||||
|
"Leaderboard",
|
||||||
|
"Top players from your sync server. Opt in from Profile.",
|
||||||
|
),
|
||||||
|
];
|
||||||
|
|
||||||
|
// Same upward-opening placement as ModesPopover.
|
||||||
|
let popover_bottom = Val::Px(ACTION_POPOVER_BOTTOM_PX);
|
||||||
|
|
||||||
|
commands
|
||||||
|
.spawn((
|
||||||
|
MenuPopover,
|
||||||
|
HudPopoverOpen,
|
||||||
|
Node {
|
||||||
|
position_type: PositionType::Absolute,
|
||||||
|
right: VAL_SPACE_3,
|
||||||
|
bottom: popover_bottom,
|
||||||
|
flex_direction: FlexDirection::Column,
|
||||||
|
row_gap: VAL_SPACE_1,
|
||||||
|
padding: UiRect::all(VAL_SPACE_2),
|
||||||
|
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
BackgroundColor(BG_ELEVATED),
|
||||||
|
ZIndex(Z_HUD_POPOVER),
|
||||||
|
))
|
||||||
|
.with_children(|panel| {
|
||||||
|
for (option, label, tooltip) in rows {
|
||||||
|
panel
|
||||||
|
.spawn((
|
||||||
|
option,
|
||||||
|
ActionButton,
|
||||||
|
PopoverRow,
|
||||||
|
Button,
|
||||||
|
Tooltip::new(tooltip),
|
||||||
|
Node {
|
||||||
|
padding: UiRect::axes(VAL_SPACE_3, Val::Px(6.0)),
|
||||||
|
justify_content: JustifyContent::FlexStart,
|
||||||
|
align_items: AlignItems::Center,
|
||||||
|
min_width: Val::Px(150.0),
|
||||||
|
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
BackgroundColor(ACTION_BTN_IDLE),
|
||||||
|
))
|
||||||
|
.with_children(|b| {
|
||||||
|
b.spawn((Text::new(label), font.clone(), TextColor(TEXT_PRIMARY)));
|
||||||
|
});
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
// Transparent fullscreen backdrop behind the popover — tapping anywhere
|
||||||
|
// outside the panel light-dismisses it via handle_menu_backdrop_click.
|
||||||
|
commands.spawn((
|
||||||
|
MenuPopoverBackdrop,
|
||||||
|
Button,
|
||||||
|
Node {
|
||||||
|
position_type: PositionType::Absolute,
|
||||||
|
left: Val::Px(0.0),
|
||||||
|
top: Val::Px(0.0),
|
||||||
|
width: Val::Percent(100.0),
|
||||||
|
height: Val::Percent(100.0),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
BackgroundColor(Color::NONE),
|
||||||
|
ZIndex(Z_HUD_POPOVER_BACKDROP),
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Dispatches the click on a menu row to the matching toggle event,
|
||||||
|
/// then despawns the popover.
|
||||||
|
#[allow(clippy::too_many_arguments)]
|
||||||
|
pub(super) fn handle_menu_option_click(
|
||||||
|
interaction_query: Query<(&Interaction, &MenuOption), Changed<Interaction>>,
|
||||||
|
popovers: Query<Entity, With<MenuPopover>>,
|
||||||
|
backdrops: Query<Entity, With<MenuPopoverBackdrop>>,
|
||||||
|
mut stats: MessageWriter<ToggleStatsRequestEvent>,
|
||||||
|
mut achievements: MessageWriter<ToggleAchievementsRequestEvent>,
|
||||||
|
mut profile: MessageWriter<ToggleProfileRequestEvent>,
|
||||||
|
mut settings: MessageWriter<ToggleSettingsRequestEvent>,
|
||||||
|
mut leaderboard: MessageWriter<ToggleLeaderboardRequestEvent>,
|
||||||
|
mut help: MessageWriter<HelpRequestEvent>,
|
||||||
|
progress: Option<Res<ProgressResource>>,
|
||||||
|
daily: Option<Res<DailyChallengeResource>>,
|
||||||
|
font_res: Option<Res<FontResource>>,
|
||||||
|
mut commands: Commands,
|
||||||
|
) {
|
||||||
|
let mut clicked_any = false;
|
||||||
|
let mut open_modes = false;
|
||||||
|
for (interaction, option) in &interaction_query {
|
||||||
|
if *interaction != Interaction::Pressed {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
clicked_any = true;
|
||||||
|
match option {
|
||||||
|
MenuOption::Help => {
|
||||||
|
help.write(HelpRequestEvent);
|
||||||
|
}
|
||||||
|
MenuOption::Modes => {
|
||||||
|
open_modes = true;
|
||||||
|
}
|
||||||
|
MenuOption::Stats => {
|
||||||
|
stats.write(ToggleStatsRequestEvent);
|
||||||
|
}
|
||||||
|
MenuOption::Achievements => {
|
||||||
|
achievements.write(ToggleAchievementsRequestEvent);
|
||||||
|
}
|
||||||
|
MenuOption::Profile => {
|
||||||
|
profile.write(ToggleProfileRequestEvent);
|
||||||
|
}
|
||||||
|
MenuOption::Settings => {
|
||||||
|
settings.write(ToggleSettingsRequestEvent);
|
||||||
|
}
|
||||||
|
MenuOption::Leaderboard => {
|
||||||
|
leaderboard.write(ToggleLeaderboardRequestEvent);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if clicked_any && let Ok(entity) = popovers.single() {
|
||||||
|
commands.entity(entity).despawn();
|
||||||
|
for e in &backdrops {
|
||||||
|
commands.entity(e).despawn();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if open_modes {
|
||||||
|
spawn_modes_popover(
|
||||||
|
&mut commands,
|
||||||
|
progress.as_deref(),
|
||||||
|
daily.as_deref(),
|
||||||
|
font_res.as_deref(),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Despawns the [`ModesPopover`] and its backdrop when Escape / Android back
|
||||||
|
/// is pressed while the popover is open. Runs so `PausePlugin`'s guard (which
|
||||||
|
/// checks [`HudPopoverOpen`]) sees an empty world and stays idle.
|
||||||
|
pub(super) fn close_modes_popover_on_escape(
|
||||||
|
keys: Res<ButtonInput<KeyCode>>,
|
||||||
|
popovers: Query<Entity, With<ModesPopover>>,
|
||||||
|
backdrops: Query<Entity, With<ModesPopoverBackdrop>>,
|
||||||
|
mut commands: Commands,
|
||||||
|
) {
|
||||||
|
if !keys.just_pressed(KeyCode::Escape) || popovers.is_empty() {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
for e in popovers.iter().chain(backdrops.iter()) {
|
||||||
|
commands.entity(e).despawn();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Despawns the [`MenuPopover`] and its backdrop when Escape / Android back
|
||||||
|
/// is pressed while the popover is open.
|
||||||
|
pub(super) fn close_menu_popover_on_escape(
|
||||||
|
keys: Res<ButtonInput<KeyCode>>,
|
||||||
|
popovers: Query<Entity, With<MenuPopover>>,
|
||||||
|
backdrops: Query<Entity, With<MenuPopoverBackdrop>>,
|
||||||
|
mut commands: Commands,
|
||||||
|
) {
|
||||||
|
if !keys.just_pressed(KeyCode::Escape) || popovers.is_empty() {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
for e in popovers.iter().chain(backdrops.iter()) {
|
||||||
|
commands.entity(e).despawn();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Despawns the [`ModesPopover`] and its backdrop when the player taps
|
||||||
|
/// anywhere outside the panel.
|
||||||
|
pub(super) fn handle_modes_backdrop_click(
|
||||||
|
interaction_query: Query<&Interaction, (With<ModesPopoverBackdrop>, Changed<Interaction>)>,
|
||||||
|
popovers: Query<Entity, With<ModesPopover>>,
|
||||||
|
backdrops: Query<Entity, With<ModesPopoverBackdrop>>,
|
||||||
|
mut commands: Commands,
|
||||||
|
) {
|
||||||
|
let pressed = interaction_query.iter().any(|i| *i == Interaction::Pressed);
|
||||||
|
if !pressed {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
for e in popovers.iter().chain(backdrops.iter()) {
|
||||||
|
commands.entity(e).despawn();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Despawns the [`MenuPopover`] and its backdrop when the player taps
|
||||||
|
/// anywhere outside the panel (i.e. the transparent backdrop is pressed).
|
||||||
|
pub(super) fn handle_menu_backdrop_click(
|
||||||
|
interaction_query: Query<&Interaction, (With<MenuPopoverBackdrop>, Changed<Interaction>)>,
|
||||||
|
popovers: Query<Entity, With<MenuPopover>>,
|
||||||
|
backdrops: Query<Entity, With<MenuPopoverBackdrop>>,
|
||||||
|
mut commands: Commands,
|
||||||
|
) {
|
||||||
|
let pressed = interaction_query.iter().any(|i| *i == Interaction::Pressed);
|
||||||
|
if !pressed {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
for e in popovers.iter().chain(backdrops.iter()) {
|
||||||
|
commands.entity(e).despawn();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[cfg(target_os = "android")]
|
||||||
|
#[allow(clippy::too_many_arguments)]
|
||||||
|
pub(super) fn toggle_hud_on_tap(
|
||||||
|
mut touch_events: MessageReader<TouchInput>,
|
||||||
|
drag: Res<DragState>,
|
||||||
|
scrims: Query<(), With<ModalScrim>>,
|
||||||
|
paused: Option<Res<PausedResource>>,
|
||||||
|
mut tracker: ResMut<HudTapTracker>,
|
||||||
|
mut hud_vis: ResMut<HudVisibility>,
|
||||||
|
buttons: Query<&Interaction, With<ActionButton>>,
|
||||||
|
mut game_consumed: ResMut<GameInputConsumedResource>,
|
||||||
|
) {
|
||||||
|
use bevy::input::touch::TouchPhase;
|
||||||
|
if !scrims.is_empty() || paused.is_some_and(|p| p.0) {
|
||||||
|
// Drain buffered events so they don't replay in the frame after
|
||||||
|
// the scrim despawns, which would trigger a spurious visibility
|
||||||
|
// toggle as the resume/close button tap's Started+Ended pair
|
||||||
|
// replays in the now-scrim-free frame.
|
||||||
|
for _ in touch_events.read() {}
|
||||||
|
tracker.start_pos = None;
|
||||||
|
tracker.started_on_button = false;
|
||||||
|
game_consumed.0 = false;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
for event in touch_events.read() {
|
||||||
|
match event.phase {
|
||||||
|
TouchPhase::Started => {
|
||||||
|
tracker.start_pos = Some(event.position);
|
||||||
|
// Record whether the finger-down landed on a button so
|
||||||
|
// the finger-up doesn't double-fire (toggle bar + press
|
||||||
|
// button at the same time).
|
||||||
|
tracker.started_on_button = buttons.iter().any(|i| *i != Interaction::None);
|
||||||
|
}
|
||||||
|
TouchPhase::Ended if drag.is_idle() => {
|
||||||
|
// Also treat taps where game logic consumed the touch (e.g.
|
||||||
|
// drawing from stock) as "on button" so they don't toggle
|
||||||
|
// the HUD. The flag is set on TouchPhase::Started by the
|
||||||
|
// input system that consumed the tap and must be cleared here
|
||||||
|
// regardless of whether we toggle.
|
||||||
|
let on_button = tracker.started_on_button || game_consumed.0;
|
||||||
|
game_consumed.0 = false;
|
||||||
|
if let Some(start) = tracker.start_pos.take()
|
||||||
|
&& !on_button
|
||||||
|
&& (event.position - start).length() < HUD_TAP_SLOP_PX
|
||||||
|
{
|
||||||
|
*hud_vis = match *hud_vis {
|
||||||
|
HudVisibility::Visible => HudVisibility::Hidden,
|
||||||
|
HudVisibility::Hidden => HudVisibility::Visible,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
tracker.started_on_button = false;
|
||||||
|
}
|
||||||
|
// Moved: don't clear start_pos — Android fires Moved for normal
|
||||||
|
// tap jitter, and the distance check at Ended already rejects
|
||||||
|
// real drags. Clearing here would silently swallow tap toggles.
|
||||||
|
TouchPhase::Canceled => {
|
||||||
|
tracker.start_pos = None;
|
||||||
|
tracker.started_on_button = false;
|
||||||
|
game_consumed.0 = false;
|
||||||
|
}
|
||||||
|
_ => {}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,552 @@
|
|||||||
|
//! HUD construction: band, columns, avatar, and action-bar spawning.
|
||||||
|
|
||||||
|
use super::*;
|
||||||
|
|
||||||
|
|
||||||
|
#[cfg(not(target_arch = "wasm32"))]
|
||||||
|
use crate::avatar_plugin::AvatarResource;
|
||||||
|
|
||||||
|
/// Spawns the invisible HUD band that reserves vertical space at the top of
|
||||||
|
/// the screen so the card layout (computed by `layout::compute_layout` using
|
||||||
|
/// `HUD_BAND_HEIGHT`) aligns correctly below the score readouts.
|
||||||
|
///
|
||||||
|
/// The entity carries no `BackgroundColor` — the green felt shows through.
|
||||||
|
/// A slim grey background is handled by each content section individually
|
||||||
|
/// (the bottom action bar has its own `BG_HUD_BAND` background).
|
||||||
|
pub(super) fn spawn_hud_band(mut commands: Commands) {
|
||||||
|
const BASE_TOP: f32 = 0.0;
|
||||||
|
commands.spawn((
|
||||||
|
Node {
|
||||||
|
position_type: PositionType::Absolute,
|
||||||
|
top: Val::Px(BASE_TOP),
|
||||||
|
left: Val::Px(0.0),
|
||||||
|
width: Val::Percent(100.0),
|
||||||
|
height: Val::Px(HUD_BAND_HEIGHT),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
ZIndex(Z_HUD - 1),
|
||||||
|
SafeAreaAnchoredTop { base_top: BASE_TOP },
|
||||||
|
HudBand,
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Spawns the in-game HUD as a 4-tier vertical column anchored to the
|
||||||
|
/// top-left of the play area.
|
||||||
|
///
|
||||||
|
/// Tiers (top to bottom):
|
||||||
|
/// 1. **Primary** — Score (display weight) · Moves · Timer.
|
||||||
|
/// Always visible during gameplay.
|
||||||
|
/// 2. **Mode context** — Mode badge · Daily-challenge constraint ·
|
||||||
|
/// Draw-cycle indicator. Each cell is empty when not relevant; the
|
||||||
|
/// row collapses visually when all cells are empty.
|
||||||
|
/// 3. **Penalty / bonus** — Undos · Recycles · Auto-complete badge.
|
||||||
|
/// Both penalty counters share `STATE_WARNING` (the audit found
|
||||||
|
/// they were inconsistent: Undos amber, Recycles white).
|
||||||
|
/// 4. **Selection** — keyboard-driven pile selector chip.
|
||||||
|
///
|
||||||
|
/// The audit identified the original single-row layout (10 readouts in
|
||||||
|
/// one horizontal flex row, 5+ colour families competing) as the
|
||||||
|
/// player's #1 complaint. This restructure groups by purpose, lets
|
||||||
|
/// transient items disappear cleanly, and uses the typography scale to
|
||||||
|
/// make Score the visual protagonist.
|
||||||
|
pub(super) fn spawn_hud(font_res: Option<Res<FontResource>>, mut commands: Commands) {
|
||||||
|
let font_handle = font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default();
|
||||||
|
let font_score = TextFont {
|
||||||
|
font: font_handle.clone(),
|
||||||
|
font_size: TYPE_HEADLINE,
|
||||||
|
..default()
|
||||||
|
};
|
||||||
|
let font_lg = TextFont {
|
||||||
|
font: font_handle.clone(),
|
||||||
|
font_size: TYPE_BODY_LG,
|
||||||
|
..default()
|
||||||
|
};
|
||||||
|
let font_body = TextFont {
|
||||||
|
font: font_handle,
|
||||||
|
font_size: TYPE_BODY,
|
||||||
|
..default()
|
||||||
|
};
|
||||||
|
|
||||||
|
let row_node = || Node {
|
||||||
|
flex_direction: FlexDirection::Row,
|
||||||
|
column_gap: VAL_SPACE_3,
|
||||||
|
// On a narrow viewport the four tier rows (Score/Moves/Timer,
|
||||||
|
// Mode/Challenge/Draw-cycle/Won-previously, Undos/Recycles/
|
||||||
|
// Auto-complete, selection chip) can collectively be wider than
|
||||||
|
// the available space and overflow into the action-button column
|
||||||
|
// on the right. `flex_wrap: Wrap` lets each tier soft-wrap onto
|
||||||
|
// a second line; on a desktop window the rows stay single-line
|
||||||
|
// because the parent column has no width cap and the row never
|
||||||
|
// exceeds the natural line width.
|
||||||
|
flex_wrap: FlexWrap::Wrap,
|
||||||
|
row_gap: VAL_SPACE_1,
|
||||||
|
align_items: AlignItems::Baseline,
|
||||||
|
..default()
|
||||||
|
};
|
||||||
|
|
||||||
|
commands
|
||||||
|
.spawn((
|
||||||
|
Node {
|
||||||
|
position_type: PositionType::Absolute,
|
||||||
|
left: VAL_SPACE_3,
|
||||||
|
top: Val::Px(SPACE_2),
|
||||||
|
flex_direction: FlexDirection::Column,
|
||||||
|
// Cap the column at 50% of viewport so on narrow
|
||||||
|
// (mobile) widths the inner tier rows have a bounded
|
||||||
|
// width to wrap against, and the column can't bleed
|
||||||
|
// into the right-anchored action button row (also
|
||||||
|
// capped at 50%). On desktop 50% of 1920 = 960 px,
|
||||||
|
// wider than any tier row's natural width, so the
|
||||||
|
// visible layout is unaffected.
|
||||||
|
max_width: Val::Percent(50.0),
|
||||||
|
row_gap: VAL_SPACE_1,
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
ZIndex(Z_HUD),
|
||||||
|
SafeAreaAnchoredTop { base_top: SPACE_2 },
|
||||||
|
HudColumn,
|
||||||
|
))
|
||||||
|
.with_children(|hud| {
|
||||||
|
// Tier 1 — primary readouts. Score is the protagonist (HEADLINE);
|
||||||
|
// Moves and Timer are supporting context (BODY_LG, secondary tone).
|
||||||
|
hud.spawn(row_node()).with_children(|t1| {
|
||||||
|
t1.spawn((
|
||||||
|
HudScore,
|
||||||
|
Tooltip::new("Points earned this game. Hidden in Zen mode."),
|
||||||
|
Text::new("Score: 0"),
|
||||||
|
font_score.clone(),
|
||||||
|
TextColor(TEXT_PRIMARY),
|
||||||
|
));
|
||||||
|
t1.spawn((
|
||||||
|
HudMoves,
|
||||||
|
Tooltip::new("Moves you've made this game. Counts placements and stock draws."),
|
||||||
|
Text::new("Moves: 0"),
|
||||||
|
font_lg.clone(),
|
||||||
|
TextColor(TEXT_SECONDARY),
|
||||||
|
));
|
||||||
|
t1.spawn((
|
||||||
|
HudTime,
|
||||||
|
Tooltip::new("Time on this game. Counts down in Time Attack."),
|
||||||
|
Text::new("0:00"),
|
||||||
|
font_lg.clone(),
|
||||||
|
TextColor(TEXT_SECONDARY),
|
||||||
|
));
|
||||||
|
});
|
||||||
|
|
||||||
|
// Tier 2 — mode context. Each cell is empty until update_hud
|
||||||
|
// populates it (and clears it when no longer relevant), so the
|
||||||
|
// row collapses when nothing in this tier applies.
|
||||||
|
hud.spawn(row_node()).with_children(|t2| {
|
||||||
|
t2.spawn((
|
||||||
|
HudMode,
|
||||||
|
Tooltip::new("Active game mode. Click Modes to switch."),
|
||||||
|
Text::new(""),
|
||||||
|
font_body.clone(),
|
||||||
|
TextColor(ACCENT_PRIMARY),
|
||||||
|
));
|
||||||
|
t2.spawn((
|
||||||
|
HudChallenge,
|
||||||
|
Tooltip::new("Today's daily challenge target. Beat it for bonus XP."),
|
||||||
|
Text::new(""),
|
||||||
|
font_body.clone(),
|
||||||
|
TextColor(STATE_INFO),
|
||||||
|
));
|
||||||
|
t2.spawn((
|
||||||
|
HudDrawCycle,
|
||||||
|
Tooltip::new("Cards drawn on the next stock click in Draw-Three."),
|
||||||
|
Text::new(""),
|
||||||
|
font_body.clone(),
|
||||||
|
TextColor(STATE_INFO),
|
||||||
|
));
|
||||||
|
t2.spawn((
|
||||||
|
HudWonPreviously,
|
||||||
|
Tooltip::new("You've won this deal before. Same seed in your replay history."),
|
||||||
|
Text::new(""),
|
||||||
|
font_body.clone(),
|
||||||
|
TextColor(STATE_SUCCESS),
|
||||||
|
));
|
||||||
|
});
|
||||||
|
|
||||||
|
// Tier 3 — penalty / bonus. Undos and Recycles share the
|
||||||
|
// warning hue so they read as the same category ("you took a
|
||||||
|
// penalty"); the auto-complete badge stays success-green.
|
||||||
|
hud.spawn(row_node()).with_children(|t3| {
|
||||||
|
t3.spawn((
|
||||||
|
HudUndos,
|
||||||
|
Tooltip::new("Undos used this game. Any undo blocks the No Undo achievement."),
|
||||||
|
Text::new(""),
|
||||||
|
font_body.clone(),
|
||||||
|
TextColor(STATE_WARNING),
|
||||||
|
));
|
||||||
|
t3.spawn((
|
||||||
|
HudRecycles,
|
||||||
|
Tooltip::new(
|
||||||
|
"Times you've recycled the stock. Three or more unlocks Comeback.",
|
||||||
|
),
|
||||||
|
Text::new(""),
|
||||||
|
font_body.clone(),
|
||||||
|
TextColor(STATE_WARNING),
|
||||||
|
));
|
||||||
|
t3.spawn((
|
||||||
|
HudAutoComplete,
|
||||||
|
Tooltip::new("Board is solvable from here. Press Enter to auto-finish."),
|
||||||
|
Text::new(""),
|
||||||
|
font_body.clone(),
|
||||||
|
TextColor(STATE_SUCCESS),
|
||||||
|
));
|
||||||
|
});
|
||||||
|
|
||||||
|
// Tier 4 — selection chip. Stays in HUD for now; a future
|
||||||
|
// pass can reposition it next to the selected pile.
|
||||||
|
hud.spawn(row_node()).with_children(|t4| {
|
||||||
|
t4.spawn((
|
||||||
|
HudSelection,
|
||||||
|
Tooltip::new("Pile selected with Tab. Use arrows or Enter to act."),
|
||||||
|
Text::new(""),
|
||||||
|
font_body,
|
||||||
|
TextColor(ACCENT_SECONDARY),
|
||||||
|
));
|
||||||
|
});
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Spawns the circular avatar / initials button anchored to the top-right
|
||||||
|
/// of the HUD band. Initial content is seeded from whatever resources are
|
||||||
|
/// available at startup; `update_hud_avatar` replaces the children whenever
|
||||||
|
/// `AvatarResource` or `SettingsResource` later changes.
|
||||||
|
pub(super) fn spawn_hud_avatar(
|
||||||
|
font_res: Option<Res<FontResource>>,
|
||||||
|
avatar: Option<Res<AvatarResource>>,
|
||||||
|
settings: Option<Res<SettingsResource>>,
|
||||||
|
mut commands: Commands,
|
||||||
|
) {
|
||||||
|
const SIZE: f32 = 32.0;
|
||||||
|
let id = commands
|
||||||
|
.spawn((
|
||||||
|
HudAvatar,
|
||||||
|
Button,
|
||||||
|
Tooltip::new("Your profile — tap to open."),
|
||||||
|
Node {
|
||||||
|
position_type: PositionType::Absolute,
|
||||||
|
top: Val::Px(SPACE_2),
|
||||||
|
right: VAL_SPACE_3,
|
||||||
|
width: Val::Px(SIZE),
|
||||||
|
height: Val::Px(SIZE),
|
||||||
|
border_radius: BorderRadius::all(Val::Px(SIZE / 2.0)),
|
||||||
|
align_items: AlignItems::Center,
|
||||||
|
justify_content: JustifyContent::Center,
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
BackgroundColor(ACCENT_PRIMARY),
|
||||||
|
ZIndex(Z_HUD),
|
||||||
|
SafeAreaAnchoredTop { base_top: SPACE_2 },
|
||||||
|
))
|
||||||
|
.id();
|
||||||
|
spawn_avatar_child(
|
||||||
|
&mut commands,
|
||||||
|
id,
|
||||||
|
avatar.as_deref(),
|
||||||
|
settings.as_deref(),
|
||||||
|
font_res.as_deref(),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Re-spawns the avatar circle content (image or initials) whenever either
|
||||||
|
/// [`AvatarResource`] or [`SettingsResource`] changes — covers both the
|
||||||
|
/// image arriving after download and the username changing after login.
|
||||||
|
pub(super) fn update_hud_avatar(
|
||||||
|
avatar: Option<Res<AvatarResource>>,
|
||||||
|
settings: Option<Res<SettingsResource>>,
|
||||||
|
font_res: Option<Res<FontResource>>,
|
||||||
|
q: Query<Entity, With<HudAvatar>>,
|
||||||
|
mut commands: Commands,
|
||||||
|
) {
|
||||||
|
let avatar_changed = avatar.as_ref().is_some_and(|r| r.is_changed());
|
||||||
|
let settings_changed = settings.as_ref().is_some_and(|r| r.is_changed());
|
||||||
|
if !avatar_changed && !settings_changed {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
let Ok(entity) = q.single() else {
|
||||||
|
return;
|
||||||
|
};
|
||||||
|
commands.entity(entity).despawn_related::<Children>();
|
||||||
|
spawn_avatar_child(
|
||||||
|
&mut commands,
|
||||||
|
entity,
|
||||||
|
avatar.as_deref(),
|
||||||
|
settings.as_deref(),
|
||||||
|
font_res.as_deref(),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Populates the avatar container with either the downloaded image or an
|
||||||
|
/// initials fallback disc. Called from both the startup spawn and the
|
||||||
|
/// reactive update system so the rendering logic lives in one place.
|
||||||
|
pub(super) fn spawn_avatar_child(
|
||||||
|
commands: &mut Commands,
|
||||||
|
parent: Entity,
|
||||||
|
avatar: Option<&AvatarResource>,
|
||||||
|
settings: Option<&SettingsResource>,
|
||||||
|
font_res: Option<&FontResource>,
|
||||||
|
) {
|
||||||
|
const SIZE: f32 = 32.0;
|
||||||
|
if let Some(handle) = avatar.and_then(|a| a.0.clone()) {
|
||||||
|
// Logged-in with a downloaded avatar: keep the accent disc behind it.
|
||||||
|
commands.entity(parent).insert(BackgroundColor(ACCENT_PRIMARY));
|
||||||
|
// Image fills the circle container; border_radius clips it to a disc.
|
||||||
|
commands.entity(parent).with_children(|b| {
|
||||||
|
b.spawn((
|
||||||
|
ImageNode::new(handle),
|
||||||
|
Node {
|
||||||
|
width: Val::Px(SIZE),
|
||||||
|
height: Val::Px(SIZE),
|
||||||
|
border_radius: BorderRadius::all(Val::Px(SIZE / 2.0)),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
));
|
||||||
|
});
|
||||||
|
} else {
|
||||||
|
let initial = settings
|
||||||
|
.and_then(|s| match &s.0.sync_backend {
|
||||||
|
SyncBackend::SolitaireServer { username, .. } => username.chars().next(),
|
||||||
|
SyncBackend::Local => None,
|
||||||
|
})
|
||||||
|
.and_then(|c| c.to_uppercase().next())
|
||||||
|
.unwrap_or('?');
|
||||||
|
// Real initial (logged in) keeps the red accent disc; the '?'
|
||||||
|
// unauthenticated fallback uses a neutral grey so it reads as a
|
||||||
|
// "tap to log in" affordance rather than an error.
|
||||||
|
let disc_bg = if initial == '?' {
|
||||||
|
BG_ELEVATED_HI
|
||||||
|
} else {
|
||||||
|
ACCENT_PRIMARY
|
||||||
|
};
|
||||||
|
commands.entity(parent).insert(BackgroundColor(disc_bg));
|
||||||
|
commands.entity(parent).with_children(|b| {
|
||||||
|
b.spawn((
|
||||||
|
Text::new(initial.to_string()),
|
||||||
|
TextFont {
|
||||||
|
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
|
||||||
|
font_size: 14.0,
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
TextColor(TEXT_PRIMARY),
|
||||||
|
));
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Opens the Profile overlay when the avatar button is pressed.
|
||||||
|
pub(super) fn handle_avatar_button(
|
||||||
|
interaction_query: Query<&Interaction, (With<HudAvatar>, Changed<Interaction>)>,
|
||||||
|
mut toggle_profile: MessageWriter<ToggleProfileRequestEvent>,
|
||||||
|
) {
|
||||||
|
for interaction in &interaction_query {
|
||||||
|
if *interaction == Interaction::Pressed {
|
||||||
|
toggle_profile.write(ToggleProfileRequestEvent);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Spawns the action button bar anchored to the top-right of the window.
|
||||||
|
/// Each child is a clickable button mirroring a keyboard accelerator —
|
||||||
|
/// per the UI-first principle (CLAUDE.md / ARCHITECTURE.md §1) the buttons
|
||||||
|
/// are the primary entry point and the hotkeys are optional.
|
||||||
|
///
|
||||||
|
/// Order (left → right): Undo, Pause, Help, New Game. New Game is rightmost
|
||||||
|
/// because it's the most consequential action; the destructive button sits
|
||||||
|
/// on its own visual edge.
|
||||||
|
pub(super) fn spawn_action_buttons(
|
||||||
|
font_res: Option<Res<FontResource>>,
|
||||||
|
windows: Query<&Window>,
|
||||||
|
mut commands: Commands,
|
||||||
|
) {
|
||||||
|
let action_font_size =
|
||||||
|
action_bar_font_size(windows.iter().next().map_or(900.0, |win| win.width()));
|
||||||
|
let font = TextFont {
|
||||||
|
font: font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default(),
|
||||||
|
font_size: action_font_size,
|
||||||
|
..default()
|
||||||
|
};
|
||||||
|
|
||||||
|
// Bottom bar: full-width, centered, sits above the gesture-navigation zone.
|
||||||
|
// `SafeAreaAnchoredBottom` applies the correct logical-pixel inset once
|
||||||
|
// Android reports it (frames 1-3); initial value is 0.0.
|
||||||
|
commands
|
||||||
|
.spawn((
|
||||||
|
Node {
|
||||||
|
position_type: PositionType::Absolute,
|
||||||
|
bottom: Val::Px(0.0),
|
||||||
|
left: Val::Px(0.0),
|
||||||
|
width: Val::Percent(100.0),
|
||||||
|
flex_direction: FlexDirection::Row,
|
||||||
|
flex_wrap: FlexWrap::Wrap,
|
||||||
|
justify_content: JustifyContent::Center,
|
||||||
|
column_gap: ACTION_BAR_COLUMN_GAP,
|
||||||
|
row_gap: VAL_SPACE_2,
|
||||||
|
align_items: AlignItems::Center,
|
||||||
|
padding: UiRect {
|
||||||
|
left: VAL_SPACE_3,
|
||||||
|
right: VAL_SPACE_3,
|
||||||
|
top: VAL_SPACE_2,
|
||||||
|
bottom: VAL_SPACE_2,
|
||||||
|
},
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
BackgroundColor(BG_HUD_BAND),
|
||||||
|
ZIndex(Z_HUD),
|
||||||
|
SafeAreaAnchoredBottom { base_bottom: 0.0 },
|
||||||
|
HudActionBar,
|
||||||
|
))
|
||||||
|
.with_children(|row| {
|
||||||
|
// The trailing `order` argument feeds `Focusable { group: Hud, order }`
|
||||||
|
// so Tab cycles the action bar in visual reading order.
|
||||||
|
// Undo and Pause are the primary gameplay actions — full brightness.
|
||||||
|
// Menu, Help, Hint, Modes, New are navigation/utility — dimmed.
|
||||||
|
spawn_action_button(
|
||||||
|
row,
|
||||||
|
MenuButton,
|
||||||
|
ACTION_BAR_LABELS[0],
|
||||||
|
None,
|
||||||
|
"Open Stats, Achievements, Profile, Settings, or Leaderboard.",
|
||||||
|
&font,
|
||||||
|
0,
|
||||||
|
TEXT_SECONDARY,
|
||||||
|
);
|
||||||
|
spawn_action_button(
|
||||||
|
row,
|
||||||
|
UndoButton,
|
||||||
|
ACTION_BAR_LABELS[1],
|
||||||
|
Some("U"),
|
||||||
|
"Take back your last move. Costs points and blocks No Undo.",
|
||||||
|
&font,
|
||||||
|
1,
|
||||||
|
TEXT_PRIMARY,
|
||||||
|
);
|
||||||
|
spawn_action_button(
|
||||||
|
row,
|
||||||
|
PauseButton,
|
||||||
|
ACTION_BAR_LABELS[2],
|
||||||
|
Some("Esc"),
|
||||||
|
"Pause the game and freeze the timer.",
|
||||||
|
&font,
|
||||||
|
2,
|
||||||
|
TEXT_PRIMARY,
|
||||||
|
);
|
||||||
|
spawn_action_button(
|
||||||
|
row,
|
||||||
|
HelpButton,
|
||||||
|
ACTION_BAR_LABELS[3],
|
||||||
|
Some("F1"),
|
||||||
|
"Show controls, rules, and keyboard shortcuts.",
|
||||||
|
&font,
|
||||||
|
3,
|
||||||
|
TEXT_SECONDARY,
|
||||||
|
);
|
||||||
|
spawn_action_button(
|
||||||
|
row,
|
||||||
|
HintButton,
|
||||||
|
ACTION_BAR_LABELS[4],
|
||||||
|
Some("H"),
|
||||||
|
"Highlight a suggested move. Cycles through alternatives on repeat taps.",
|
||||||
|
&font,
|
||||||
|
4,
|
||||||
|
TEXT_SECONDARY,
|
||||||
|
);
|
||||||
|
spawn_action_button(
|
||||||
|
row,
|
||||||
|
ModesButton,
|
||||||
|
ACTION_BAR_LABELS[5],
|
||||||
|
None,
|
||||||
|
"Switch modes: Classic, Daily, Zen, Challenge, Time Attack.",
|
||||||
|
&font,
|
||||||
|
5,
|
||||||
|
TEXT_SECONDARY,
|
||||||
|
);
|
||||||
|
spawn_action_button(
|
||||||
|
row,
|
||||||
|
NewGameButton,
|
||||||
|
ACTION_BAR_LABELS[6],
|
||||||
|
Some("N"),
|
||||||
|
"Start a fresh deal. Confirms first if a game is in progress.",
|
||||||
|
&font,
|
||||||
|
6,
|
||||||
|
TEXT_SECONDARY,
|
||||||
|
);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Spawns a single action button as a child of `row`. Each button shares
|
||||||
|
/// the same node geometry, idle colour, and `ActionButton` marker so
|
||||||
|
/// `paint_action_buttons` can recolour all of them with one query.
|
||||||
|
///
|
||||||
|
/// `order` is the button's index inside the action bar (0 for the
|
||||||
|
/// leftmost). It propagates into the [`Focusable`] this function inserts
|
||||||
|
/// so Phase 2's keyboard focus ring cycles the HUD in visual order.
|
||||||
|
///
|
||||||
|
/// `tooltip` is the hover-reveal caption attached via [`Tooltip`]. Every
|
||||||
|
/// action button ships with one — there is no opt-out — because each button
|
||||||
|
/// represents a player-triggered action and benefits from a one-line
|
||||||
|
/// reminder of what it does.
|
||||||
|
#[allow(clippy::too_many_arguments)]
|
||||||
|
pub(super) fn spawn_action_button<M: Component>(
|
||||||
|
row: &mut ChildSpawnerCommands,
|
||||||
|
marker: M,
|
||||||
|
label: &str,
|
||||||
|
hotkey: Option<&'static str>,
|
||||||
|
tooltip: &'static str,
|
||||||
|
font: &TextFont,
|
||||||
|
order: i32,
|
||||||
|
text_color: Color,
|
||||||
|
) {
|
||||||
|
// Hotkey hint chips ("U", "Esc", "F1", "N") are meaningless on a
|
||||||
|
// touch device — the button itself is the affordance — and they
|
||||||
|
// visibly clutter the narrow-viewport action row. The chevrons on
|
||||||
|
// Menu/Modes remain because they indicate dropdown behaviour.
|
||||||
|
let hotkey = if SHOW_KEYBOARD_ACCELERATORS {
|
||||||
|
hotkey
|
||||||
|
} else {
|
||||||
|
None
|
||||||
|
};
|
||||||
|
|
||||||
|
let hotkey_font = TextFont {
|
||||||
|
font: font.font.clone(),
|
||||||
|
font_size: TYPE_CAPTION,
|
||||||
|
..default()
|
||||||
|
};
|
||||||
|
let (pad, min_w, min_h) = action_button_metrics();
|
||||||
|
|
||||||
|
row.spawn((
|
||||||
|
marker,
|
||||||
|
ActionButton,
|
||||||
|
Button,
|
||||||
|
Tooltip::new(tooltip),
|
||||||
|
Focusable {
|
||||||
|
group: FocusGroup::Hud,
|
||||||
|
order,
|
||||||
|
},
|
||||||
|
Node {
|
||||||
|
padding: pad,
|
||||||
|
min_width: min_w,
|
||||||
|
min_height: min_h,
|
||||||
|
justify_content: JustifyContent::Center,
|
||||||
|
align_items: AlignItems::Center,
|
||||||
|
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
|
||||||
|
column_gap: VAL_SPACE_2,
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
BackgroundColor(ACTION_BTN_IDLE),
|
||||||
|
BorderColor::all(BORDER_SUBTLE),
|
||||||
|
HighContrastBorder::with_default(BORDER_SUBTLE),
|
||||||
|
))
|
||||||
|
.with_children(|b| {
|
||||||
|
spawn_action_button_label(b, label, font, text_color);
|
||||||
|
if let Some(key) = hotkey {
|
||||||
|
// Hotkey hint rendered as a dim caption next to the label —
|
||||||
|
// keeps the keyboard accelerator discoverable without
|
||||||
|
// hijacking the button's primary affordance.
|
||||||
|
b.spawn((Text::new(key), hotkey_font, TextColor(TEXT_SECONDARY)));
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
@@ -1,4 +1,5 @@
|
|||||||
use super::*;
|
use super::*;
|
||||||
|
use crate::auto_complete_plugin::AutoCompleteState;
|
||||||
use crate::game_plugin::GamePlugin;
|
use crate::game_plugin::GamePlugin;
|
||||||
use crate::table_plugin::TablePlugin;
|
use crate::table_plugin::TablePlugin;
|
||||||
use chrono::Local;
|
use chrono::Local;
|
||||||
|
|||||||
@@ -0,0 +1,612 @@
|
|||||||
|
//! Per-frame HUD text/typography/visibility updater systems.
|
||||||
|
|
||||||
|
use super::*;
|
||||||
|
|
||||||
|
use bevy::window::WindowResized;
|
||||||
|
use solitaire_core::{Foundation, KlondikePile, Tableau};
|
||||||
|
use solitaire_core::Suit;
|
||||||
|
use solitaire_core::{DrawStockConfig, game_state::GameMode};
|
||||||
|
|
||||||
|
use crate::auto_complete_plugin::AutoCompleteState;
|
||||||
|
|
||||||
|
/// Formats a time-limit value in seconds as `"mm:ss"` for HUD display.
|
||||||
|
///
|
||||||
|
/// For example `format_time_limit(300)` returns `"5:00"`.
|
||||||
|
pub fn format_time_limit(secs: u64) -> String {
|
||||||
|
let m = secs / 60;
|
||||||
|
let s = secs % 60;
|
||||||
|
format!("{m}:{s:02}")
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
// Score-change feedback (G2)
|
||||||
|
//
|
||||||
|
// The flow for each Update tick:
|
||||||
|
// 1. `detect_score_change` diffs `GameStateResource.score` against
|
||||||
|
// `PreviousScore`. On any positive delta it inserts/refreshes
|
||||||
|
// `ScorePulse` on the score readout; on a delta ≥
|
||||||
|
// `SCORE_FLOATER_THRESHOLD` it also spawns a floating "+N" UI text
|
||||||
|
// anchored just below the score.
|
||||||
|
// 2. `advance_score_pulse` ticks the pulse component, applies the
|
||||||
|
// triangular 1.0 → 1.1 → 1.0 scale curve, and removes the
|
||||||
|
// component on completion.
|
||||||
|
// 3. `advance_score_floater` drifts each floater upward, fades it to
|
||||||
|
// transparent, and despawns it when its lifetime expires.
|
||||||
|
//
|
||||||
|
// The threshold of 50 (a foundation promotion's typical bonus) keeps
|
||||||
|
// floaters rare and meaningful — see `SCORE_FLOATER_THRESHOLD`.
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
/// Sets the [`HudWonPreviously`] text to "✓ Won before" whenever the
|
||||||
|
/// current deal's seed + draw_mode + mode triple matches an entry in
|
||||||
|
/// the rolling [`ReplayHistory`]. Cleared while the active game is won
|
||||||
|
/// (the on-screen "Game won!" cue already conveys victory) and on
|
||||||
|
/// fresh deals the player hasn't won before.
|
||||||
|
///
|
||||||
|
/// Lives in its own system rather than `update_hud` to keep this
|
||||||
|
/// orthogonal: `update_hud`'s query disambiguation is already busy
|
||||||
|
/// enough; threading another marker through every Without filter
|
||||||
|
/// would touch ~10 unrelated queries for no benefit.
|
||||||
|
pub(super) fn update_won_previously(
|
||||||
|
game: Res<GameStateResource>,
|
||||||
|
// Optional because the HUD plugin's headless tests run without
|
||||||
|
// `StatsPlugin` and therefore without this resource. With the
|
||||||
|
// resource absent there's no history to compare against; the
|
||||||
|
// indicator just stays empty.
|
||||||
|
history: Option<Res<crate::stats_plugin::ReplayHistoryResource>>,
|
||||||
|
mut q: Query<&mut Text, With<HudWonPreviously>>,
|
||||||
|
) {
|
||||||
|
let Ok(mut text) = q.single_mut() else {
|
||||||
|
return;
|
||||||
|
};
|
||||||
|
let won_before = !game.0.is_won()
|
||||||
|
&& history.as_ref().is_some_and(|h| {
|
||||||
|
h.0.replays.iter().any(|r| {
|
||||||
|
r.seed == game.0.seed && r.draw_mode == game.0.draw_mode() && r.mode == game.0.mode
|
||||||
|
})
|
||||||
|
});
|
||||||
|
let next = if won_before {
|
||||||
|
"\u{2713} Won before"
|
||||||
|
} else {
|
||||||
|
""
|
||||||
|
};
|
||||||
|
if text.0 != next {
|
||||||
|
text.0 = next.to_string();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[allow(clippy::type_complexity, clippy::too_many_arguments)]
|
||||||
|
pub(super) fn update_hud(
|
||||||
|
game: Res<GameStateResource>,
|
||||||
|
time_attack: Option<Res<TimeAttackResource>>,
|
||||||
|
daily: Option<Res<DailyChallengeResource>>,
|
||||||
|
auto_complete: Option<Res<AutoCompleteState>>,
|
||||||
|
mut score_q: Query<
|
||||||
|
&mut Text,
|
||||||
|
(
|
||||||
|
With<HudScore>,
|
||||||
|
Without<HudMoves>,
|
||||||
|
Without<HudTime>,
|
||||||
|
Without<HudMode>,
|
||||||
|
Without<HudChallenge>,
|
||||||
|
Without<HudUndos>,
|
||||||
|
Without<HudAutoComplete>,
|
||||||
|
Without<HudRecycles>,
|
||||||
|
Without<HudDrawCycle>,
|
||||||
|
Without<HudSelection>,
|
||||||
|
),
|
||||||
|
>,
|
||||||
|
mut moves_q: Query<
|
||||||
|
&mut Text,
|
||||||
|
(
|
||||||
|
With<HudMoves>,
|
||||||
|
Without<HudScore>,
|
||||||
|
Without<HudTime>,
|
||||||
|
Without<HudMode>,
|
||||||
|
Without<HudChallenge>,
|
||||||
|
Without<HudUndos>,
|
||||||
|
Without<HudAutoComplete>,
|
||||||
|
Without<HudRecycles>,
|
||||||
|
Without<HudDrawCycle>,
|
||||||
|
Without<HudSelection>,
|
||||||
|
),
|
||||||
|
>,
|
||||||
|
mut time_q: Query<
|
||||||
|
&mut Text,
|
||||||
|
(
|
||||||
|
With<HudTime>,
|
||||||
|
Without<HudScore>,
|
||||||
|
Without<HudMoves>,
|
||||||
|
Without<HudMode>,
|
||||||
|
Without<HudChallenge>,
|
||||||
|
Without<HudUndos>,
|
||||||
|
Without<HudAutoComplete>,
|
||||||
|
Without<HudRecycles>,
|
||||||
|
Without<HudDrawCycle>,
|
||||||
|
Without<HudSelection>,
|
||||||
|
),
|
||||||
|
>,
|
||||||
|
mut mode_q: Query<
|
||||||
|
&mut Text,
|
||||||
|
(
|
||||||
|
With<HudMode>,
|
||||||
|
Without<HudScore>,
|
||||||
|
Without<HudMoves>,
|
||||||
|
Without<HudTime>,
|
||||||
|
Without<HudChallenge>,
|
||||||
|
Without<HudUndos>,
|
||||||
|
Without<HudAutoComplete>,
|
||||||
|
Without<HudRecycles>,
|
||||||
|
Without<HudDrawCycle>,
|
||||||
|
Without<HudSelection>,
|
||||||
|
),
|
||||||
|
>,
|
||||||
|
mut challenge_q: Query<
|
||||||
|
(&mut Text, &mut TextColor),
|
||||||
|
(
|
||||||
|
With<HudChallenge>,
|
||||||
|
Without<HudScore>,
|
||||||
|
Without<HudMoves>,
|
||||||
|
Without<HudTime>,
|
||||||
|
Without<HudMode>,
|
||||||
|
Without<HudUndos>,
|
||||||
|
Without<HudAutoComplete>,
|
||||||
|
Without<HudRecycles>,
|
||||||
|
Without<HudDrawCycle>,
|
||||||
|
Without<HudSelection>,
|
||||||
|
),
|
||||||
|
>,
|
||||||
|
mut undos_q: Query<
|
||||||
|
(&mut Text, &mut TextColor),
|
||||||
|
(
|
||||||
|
With<HudUndos>,
|
||||||
|
Without<HudScore>,
|
||||||
|
Without<HudMoves>,
|
||||||
|
Without<HudTime>,
|
||||||
|
Without<HudMode>,
|
||||||
|
Without<HudChallenge>,
|
||||||
|
Without<HudAutoComplete>,
|
||||||
|
Without<HudRecycles>,
|
||||||
|
Without<HudDrawCycle>,
|
||||||
|
Without<HudSelection>,
|
||||||
|
),
|
||||||
|
>,
|
||||||
|
mut auto_q: Query<
|
||||||
|
&mut Text,
|
||||||
|
(
|
||||||
|
With<HudAutoComplete>,
|
||||||
|
Without<HudScore>,
|
||||||
|
Without<HudMoves>,
|
||||||
|
Without<HudTime>,
|
||||||
|
Without<HudMode>,
|
||||||
|
Without<HudChallenge>,
|
||||||
|
Without<HudUndos>,
|
||||||
|
Without<HudRecycles>,
|
||||||
|
Without<HudDrawCycle>,
|
||||||
|
Without<HudSelection>,
|
||||||
|
),
|
||||||
|
>,
|
||||||
|
mut recycles_q: Query<
|
||||||
|
&mut Text,
|
||||||
|
(
|
||||||
|
With<HudRecycles>,
|
||||||
|
Without<HudScore>,
|
||||||
|
Without<HudMoves>,
|
||||||
|
Without<HudTime>,
|
||||||
|
Without<HudMode>,
|
||||||
|
Without<HudChallenge>,
|
||||||
|
Without<HudUndos>,
|
||||||
|
Without<HudAutoComplete>,
|
||||||
|
Without<HudDrawCycle>,
|
||||||
|
Without<HudSelection>,
|
||||||
|
),
|
||||||
|
>,
|
||||||
|
mut draw_cycle_q: Query<
|
||||||
|
&mut Text,
|
||||||
|
(
|
||||||
|
With<HudDrawCycle>,
|
||||||
|
Without<HudScore>,
|
||||||
|
Without<HudMoves>,
|
||||||
|
Without<HudTime>,
|
||||||
|
Without<HudMode>,
|
||||||
|
Without<HudChallenge>,
|
||||||
|
Without<HudUndos>,
|
||||||
|
Without<HudAutoComplete>,
|
||||||
|
Without<HudRecycles>,
|
||||||
|
Without<HudSelection>,
|
||||||
|
),
|
||||||
|
>,
|
||||||
|
) {
|
||||||
|
let ta_active = time_attack.as_ref().is_some_and(|ta| ta.active);
|
||||||
|
|
||||||
|
// Score, moves, mode, challenge, and undos only need updating when game state changes.
|
||||||
|
if game.is_changed() {
|
||||||
|
let g = &game.0;
|
||||||
|
let is_zen = g.mode == GameMode::Zen;
|
||||||
|
if let Ok(mut t) = score_q.single_mut() {
|
||||||
|
// Zen mode suppresses score display per spec ("No score display").
|
||||||
|
**t = if is_zen {
|
||||||
|
String::new()
|
||||||
|
} else {
|
||||||
|
format!("Score: {}", g.score())
|
||||||
|
};
|
||||||
|
}
|
||||||
|
if let Ok(mut t) = moves_q.single_mut() {
|
||||||
|
**t = format!("Moves: {}", g.move_count());
|
||||||
|
}
|
||||||
|
if let Ok(mut t) = mode_q.single_mut() {
|
||||||
|
**t = match g.mode {
|
||||||
|
GameMode::Classic => match g.draw_mode() {
|
||||||
|
DrawStockConfig::DrawOne => String::new(),
|
||||||
|
DrawStockConfig::DrawThree => "Draw 3".to_string(),
|
||||||
|
},
|
||||||
|
GameMode::Zen => "ZEN".to_string(),
|
||||||
|
GameMode::Challenge => "CHALLENGE".to_string(),
|
||||||
|
GameMode::TimeAttack => "TIME ATTACK".to_string(),
|
||||||
|
GameMode::Difficulty(level) => level.label().to_uppercase(),
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- Daily challenge constraint (with time-low colour warning) ---
|
||||||
|
if let Ok((mut t, mut color)) = challenge_q.single_mut() {
|
||||||
|
if g.is_won() {
|
||||||
|
**t = String::new();
|
||||||
|
} else if let Some(dc) = daily.as_deref() {
|
||||||
|
**t = challenge_hud_text(dc);
|
||||||
|
if let Some(max_secs) = dc.max_time_secs {
|
||||||
|
let remaining = max_secs.saturating_sub(g.elapsed_seconds);
|
||||||
|
*color = TextColor(challenge_time_color(remaining));
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
**t = String::new();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- Undo count ---
|
||||||
|
if let Ok((mut t, mut color)) = undos_q.single_mut() {
|
||||||
|
let count = g.undo_count();
|
||||||
|
if count == 0 {
|
||||||
|
**t = String::new();
|
||||||
|
*color = TextColor(TEXT_PRIMARY);
|
||||||
|
} else {
|
||||||
|
**t = format!("Undos: {count}");
|
||||||
|
// STATE_WARNING signals "you took a penalty" — same hue
|
||||||
|
// as the Recycles counter so they read as one category.
|
||||||
|
*color = TextColor(STATE_WARNING);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- Recycle counter (both modes, hidden until first recycle) ---
|
||||||
|
if let Ok(mut t) = recycles_q.single_mut() {
|
||||||
|
**t = if g.recycle_count() > 0 {
|
||||||
|
format!("Recycles: {}", g.recycle_count())
|
||||||
|
} else {
|
||||||
|
String::new()
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- Draw-cycle indicator (Draw-Three mode only) ---
|
||||||
|
if let Ok(mut t) = draw_cycle_q.single_mut() {
|
||||||
|
**t = if g.is_won() || g.draw_mode() != DrawStockConfig::DrawThree {
|
||||||
|
// Hide when not in Draw-Three or after the game is won.
|
||||||
|
String::new()
|
||||||
|
} else {
|
||||||
|
let stock_len = g.stock_cards().len();
|
||||||
|
let next_draw = stock_len.min(3);
|
||||||
|
format!("Cycle: {next_draw}/3")
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Time display: show Time Attack countdown every frame when active;
|
||||||
|
// Zen mode suppresses the timer per spec ("No timer") — cleared unconditionally
|
||||||
|
// every frame so it disappears immediately on the frame Z is pressed.
|
||||||
|
// Otherwise show game elapsed time (updates once per second via game.is_changed()).
|
||||||
|
let is_zen = game.0.mode == GameMode::Zen;
|
||||||
|
let update_time = (ta_active || game.is_changed()) && !is_zen;
|
||||||
|
if update_time {
|
||||||
|
if let Ok(mut t) = time_q.single_mut() {
|
||||||
|
if let Some(ta) = time_attack.as_ref().filter(|ta| ta.active) {
|
||||||
|
let remaining = ta.remaining_secs.max(0.0) as u64;
|
||||||
|
let m = remaining / 60;
|
||||||
|
let s = remaining % 60;
|
||||||
|
**t = format!("{m}:{s:02}");
|
||||||
|
} else {
|
||||||
|
let secs = game.0.elapsed_seconds;
|
||||||
|
let m = secs / 60;
|
||||||
|
let s = secs % 60;
|
||||||
|
**t = format!("{m}:{s:02}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else if is_zen {
|
||||||
|
// Clear the time display immediately whenever Zen mode is active —
|
||||||
|
// do not guard on game.is_changed() so it clears on the same frame
|
||||||
|
// the player presses Z, before any move is made.
|
||||||
|
if let Ok(mut t) = time_q.single_mut() {
|
||||||
|
**t = String::new();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- Auto-complete badge ---
|
||||||
|
// Reflects the AutoCompleteState resource; update whenever it changes or game changes.
|
||||||
|
let ac_active = auto_complete.as_ref().is_some_and(|ac| ac.active);
|
||||||
|
let ac_changed = auto_complete.as_ref().is_some_and(|ac| ac.is_changed());
|
||||||
|
if (ac_changed || game.is_changed())
|
||||||
|
&& let Ok(mut t) = auto_q.single_mut()
|
||||||
|
{
|
||||||
|
**t = if ac_active {
|
||||||
|
"AUTO".to_string()
|
||||||
|
} else {
|
||||||
|
String::new()
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Updates the `HudSelection` text node to show which pile is Tab-selected.
|
||||||
|
///
|
||||||
|
/// Displays `"▶ {pile_name}"` while `SelectionState::selected_pile` is `Some`,
|
||||||
|
/// or an empty string when no pile is selected. Runs every frame so the
|
||||||
|
/// indicator stays in sync with the selection resource.
|
||||||
|
pub(super) fn update_selection_hud(
|
||||||
|
selection: Option<Res<SelectionState>>,
|
||||||
|
game: Option<Res<GameStateResource>>,
|
||||||
|
mut q: Query<&mut Text, With<HudSelection>>,
|
||||||
|
) {
|
||||||
|
let Ok(mut t) = q.single_mut() else { return };
|
||||||
|
let label = match selection.as_deref().and_then(|s| s.selected_pile.as_ref()) {
|
||||||
|
None => String::new(),
|
||||||
|
Some(KlondikePile::Stock) => "▶ Waste".to_string(),
|
||||||
|
Some(KlondikePile::Foundation(slot)) => match game.as_deref() {
|
||||||
|
Some(g) => foundation_selection_label(*slot, &g.0),
|
||||||
|
// No game resource means we can't probe claimed_suit; show the
|
||||||
|
// slot-based placeholder so the HUD still surfaces the selection.
|
||||||
|
None => format!("▶ Foundation {}", foundation_number(*slot)),
|
||||||
|
},
|
||||||
|
Some(KlondikePile::Tableau(idx)) => format!("▶ Column {}", tableau_number(*idx)),
|
||||||
|
};
|
||||||
|
**t = label;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the HUD selection label for a foundation slot.
|
||||||
|
///
|
||||||
|
/// When the slot has a claimed suit (any card has landed) the announcement is
|
||||||
|
/// "▶ {Suit} Foundation"; while the slot is empty it falls back to a
|
||||||
|
/// "▶ Foundation N" placeholder labelled by the 1-based slot index.
|
||||||
|
pub(super) fn foundation_selection_label(
|
||||||
|
slot: Foundation,
|
||||||
|
game: &solitaire_core::game_state::GameState,
|
||||||
|
) -> String {
|
||||||
|
let claimed = game
|
||||||
|
.pile(KlondikePile::Foundation(slot))
|
||||||
|
.first()
|
||||||
|
.map(|c| c.0.suit());
|
||||||
|
match claimed {
|
||||||
|
Some(suit) => {
|
||||||
|
let s = match suit {
|
||||||
|
Suit::Clubs => "Clubs",
|
||||||
|
Suit::Diamonds => "Diamonds",
|
||||||
|
Suit::Hearts => "Hearts",
|
||||||
|
Suit::Spades => "Spades",
|
||||||
|
};
|
||||||
|
format!("▶ {s} Foundation")
|
||||||
|
}
|
||||||
|
None => format!("▶ Foundation {}", foundation_number(slot)),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const fn foundation_number(foundation: Foundation) -> u8 {
|
||||||
|
match foundation {
|
||||||
|
Foundation::Foundation1 => 1,
|
||||||
|
Foundation::Foundation2 => 2,
|
||||||
|
Foundation::Foundation3 => 3,
|
||||||
|
Foundation::Foundation4 => 4,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const fn tableau_number(tableau: Tableau) -> u8 {
|
||||||
|
match tableau {
|
||||||
|
Tableau::Tableau1 => 1,
|
||||||
|
Tableau::Tableau2 => 2,
|
||||||
|
Tableau::Tableau3 => 3,
|
||||||
|
Tableau::Tableau4 => 4,
|
||||||
|
Tableau::Tableau5 => 5,
|
||||||
|
Tableau::Tableau6 => 6,
|
||||||
|
Tableau::Tableau7 => 7,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Fires `InfoToastEvent("Auto-completing...")` exactly once each time
|
||||||
|
/// `AutoCompleteState` transitions from inactive to active. Uses a `Local<bool>`
|
||||||
|
/// to debounce so the toast only appears on the leading edge.
|
||||||
|
pub(super) fn announce_auto_complete(
|
||||||
|
auto_complete: Option<Res<AutoCompleteState>>,
|
||||||
|
mut toast: MessageWriter<InfoToastEvent>,
|
||||||
|
mut was_active: Local<bool>,
|
||||||
|
) {
|
||||||
|
let now_active = auto_complete.as_ref().is_some_and(|ac| ac.active);
|
||||||
|
if now_active && !*was_active {
|
||||||
|
toast.write(InfoToastEvent("Auto-completing...".to_string()));
|
||||||
|
}
|
||||||
|
*was_active = now_active;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Builds the HUD text for the active daily challenge constraints.
|
||||||
|
///
|
||||||
|
/// Returns `"Limit: mm:ss"` when a time limit is set, `"Goal: N pts"` when a
|
||||||
|
/// score target is set, or an empty string when the challenge has no extra
|
||||||
|
/// constraints.
|
||||||
|
pub(super) fn challenge_hud_text(dc: &DailyChallengeResource) -> String {
|
||||||
|
if let Some(secs) = dc.max_time_secs {
|
||||||
|
format!("Limit: {}", format_time_limit(secs))
|
||||||
|
} else if let Some(score) = dc.target_score {
|
||||||
|
format!("Goal: {score} pts")
|
||||||
|
} else {
|
||||||
|
String::new()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the colour for the challenge time-limit HUD label based on
|
||||||
|
/// seconds remaining. Uses theme tokens so the urgency ramp picks up
|
||||||
|
/// palette changes for free.
|
||||||
|
///
|
||||||
|
/// | Remaining | Token |
|
||||||
|
/// |-------------|------------------|
|
||||||
|
/// | ≥ 60 s | `STATE_INFO` |
|
||||||
|
/// | 30 – 59 s | `STATE_WARNING` |
|
||||||
|
/// | < 30 s | `STATE_DANGER` |
|
||||||
|
pub fn challenge_time_color(remaining: u64) -> Color {
|
||||||
|
if remaining < 30 {
|
||||||
|
STATE_DANGER
|
||||||
|
} else if remaining < 60 {
|
||||||
|
STATE_WARNING
|
||||||
|
} else {
|
||||||
|
STATE_INFO
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Scales HUD Tier-1 font sizes to fit a narrow viewport.
|
||||||
|
///
|
||||||
|
/// Fires on every `WindowResized` event. Below 480 logical pixels wide the
|
||||||
|
/// score drops from `TYPE_HEADLINE` (26 px) to `TYPE_BODY_LG` (18 px) and the
|
||||||
|
/// Moves/Timer labels drop from `TYPE_BODY_LG` to `TYPE_CAPTION` (11 px), so
|
||||||
|
/// all three items remain on one row inside the 50 %-wide HUD column
|
||||||
|
/// (≈ 180 dp on a 360 dp phone). At ≥ 480 px the original sizes are
|
||||||
|
/// restored so desktop/tablet layouts are unaffected.
|
||||||
|
type HudScoreFont<'w, 's> =
|
||||||
|
Query<'w, 's, &'static mut TextFont, (With<HudScore>, Without<HudMoves>, Without<HudTime>)>;
|
||||||
|
type HudMovesFont<'w, 's> =
|
||||||
|
Query<'w, 's, &'static mut TextFont, (With<HudMoves>, Without<HudScore>, Without<HudTime>)>;
|
||||||
|
type HudTimeFont<'w, 's> =
|
||||||
|
Query<'w, 's, &'static mut TextFont, (With<HudTime>, Without<HudScore>, Without<HudMoves>)>;
|
||||||
|
|
||||||
|
pub(super) fn update_hud_typography(
|
||||||
|
mut events: MessageReader<WindowResized>,
|
||||||
|
mut score_q: HudScoreFont,
|
||||||
|
mut moves_q: HudMovesFont,
|
||||||
|
mut time_q: HudTimeFont,
|
||||||
|
) {
|
||||||
|
let Some(ev) = events.read().last() else {
|
||||||
|
return;
|
||||||
|
};
|
||||||
|
let (score_size, secondary_size) = if ev.width < 480.0 {
|
||||||
|
(TYPE_BODY_LG, TYPE_CAPTION)
|
||||||
|
} else {
|
||||||
|
(TYPE_HEADLINE, TYPE_BODY_LG)
|
||||||
|
};
|
||||||
|
for mut font in &mut score_q {
|
||||||
|
font.font_size = score_size;
|
||||||
|
}
|
||||||
|
for mut font in &mut moves_q {
|
||||||
|
font.font_size = secondary_size;
|
||||||
|
}
|
||||||
|
for mut font in &mut time_q {
|
||||||
|
font.font_size = secondary_size;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub(super) fn apply_hud_visibility(
|
||||||
|
hud_vis: Res<HudVisibility>,
|
||||||
|
mut action_bar: Query<&mut Visibility, With<HudActionBar>>,
|
||||||
|
) {
|
||||||
|
if !hud_vis.is_changed() {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
let v = if *hud_vis == HudVisibility::Visible {
|
||||||
|
Visibility::Visible
|
||||||
|
} else {
|
||||||
|
Visibility::Hidden
|
||||||
|
};
|
||||||
|
for mut vis in &mut action_bar {
|
||||||
|
*vis = v;
|
||||||
|
}
|
||||||
|
// The bottom action bar is a pure overlay — it does not claim any
|
||||||
|
// space in the card layout, so no WindowResized event is needed.
|
||||||
|
}
|
||||||
|
|
||||||
|
pub(super) fn restore_hud_on_modal(
|
||||||
|
new_scrims: Query<(), (With<ModalScrim>, Added<ModalScrim>)>,
|
||||||
|
mut hud_vis: ResMut<HudVisibility>,
|
||||||
|
) {
|
||||||
|
if !new_scrims.is_empty() {
|
||||||
|
*hud_vis = HudVisibility::Visible;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the action-bar label font size for a given logical window width.
|
||||||
|
pub(super) fn action_bar_font_size(window_width: f32) -> f32 {
|
||||||
|
if USE_TOUCH_UI_LAYOUT {
|
||||||
|
// Seven word-labels ("Menu","Undo","Pause","Help","Hint","Mode","New")
|
||||||
|
// must share one row. The widest characters are in FiraMono (a
|
||||||
|
// monospace whose advance is ~0.62 of the font size). On a 900
|
||||||
|
// logical-px phone the row budget after bar padding (2*12) and six
|
||||||
|
// 4 px column gaps is ~852 px for ~28 label chars + 7*2*3 px button
|
||||||
|
// padding. Solving 28*0.62*size + 42 <= 852 gives size <= ~46, so the
|
||||||
|
// labels are advance-bound only on very narrow viewports; the real
|
||||||
|
// constraint is legibility, not fit. ~1/60 of the width yields ~15 px
|
||||||
|
// at 900 px — comfortably one row with margin to spare — clamped so it
|
||||||
|
// never drops below the 12 px legibility floor or grows past 18 px on
|
||||||
|
// landscape tablets where it would crowd the row again.
|
||||||
|
(window_width / 60.0).clamp(12.0, 18.0)
|
||||||
|
} else {
|
||||||
|
TYPE_BODY
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub(super) fn action_button_metrics() -> (UiRect, Val, Val) {
|
||||||
|
if USE_TOUCH_UI_LAYOUT {
|
||||||
|
// Tight 3 px horizontal padding (down from 4) trims 14 px off the row
|
||||||
|
// total across 7 buttons, and a 44 px min_width (down from 52) lets the
|
||||||
|
// shortest labels ("New", "Help") shrink to their text rather than
|
||||||
|
// padding the row out past the 900 logical-px viewport. min_height
|
||||||
|
// stays at 44 px to preserve the comfortable touch target.
|
||||||
|
(
|
||||||
|
UiRect::axes(Val::Px(3.0), Val::Px(4.0)),
|
||||||
|
Val::Px(44.0),
|
||||||
|
Val::Px(44.0),
|
||||||
|
)
|
||||||
|
} else {
|
||||||
|
(
|
||||||
|
UiRect::axes(VAL_SPACE_2, VAL_SPACE_2),
|
||||||
|
Val::Px(48.0),
|
||||||
|
Val::Px(48.0),
|
||||||
|
)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub(super) fn spawn_action_button_label(
|
||||||
|
parent: &mut ChildSpawnerCommands,
|
||||||
|
label: &str,
|
||||||
|
font: &TextFont,
|
||||||
|
text_color: Color,
|
||||||
|
) {
|
||||||
|
if USE_TOUCH_UI_LAYOUT {
|
||||||
|
parent.spawn((
|
||||||
|
ActionButtonLabel,
|
||||||
|
Text::new(label),
|
||||||
|
font.clone(),
|
||||||
|
TextColor(text_color),
|
||||||
|
));
|
||||||
|
} else {
|
||||||
|
parent.spawn((Text::new(label), font.clone(), TextColor(text_color)));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Resizes the glyph text inside every [`ActionButtonLabel`] to match the
|
||||||
|
/// current viewport width whenever [`LayoutResource`] changes (orientation
|
||||||
|
/// change or window resize).
|
||||||
|
#[cfg(target_os = "android")]
|
||||||
|
pub(super) fn resize_action_bar_labels(
|
||||||
|
layout: Res<crate::layout::LayoutResource>,
|
||||||
|
windows: Query<&Window>,
|
||||||
|
mut labels: Query<&mut TextFont, With<ActionButtonLabel>>,
|
||||||
|
) {
|
||||||
|
let w = windows
|
||||||
|
.iter()
|
||||||
|
.next()
|
||||||
|
.map_or(layout.0.card_size.x * 7.25, |win| win.width());
|
||||||
|
let new_size = action_bar_font_size(w);
|
||||||
|
for mut font in &mut labels {
|
||||||
|
font.font_size = new_size;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
Reference in New Issue
Block a user