feat(engine): glass bar accessibility + drag duck-away #187
@@ -603,6 +603,7 @@ impl Plugin for HudPlugin {
|
||||
// disjoint from the UiTextFx readout writers (tab labels
|
||||
// vs HUD readouts), which Bevy can't prove, so declare it.
|
||||
animate_tab_expansion.ambiguous_with(UiTextFx),
|
||||
duck_tab_bar_during_drag,
|
||||
)
|
||||
.chain()
|
||||
.in_set(HudButtons)
|
||||
|
||||
@@ -24,7 +24,10 @@ use crate::assets::hud_icon_svg::HudIcon;
|
||||
use crate::ui_glass::{GLASS_BORDER_PX, glass_surface};
|
||||
use crate::ui_theme::{ACCENT_PRIMARY_HOVER, SPACE_3};
|
||||
use bevy::text::{LineBreak, TextLayout};
|
||||
use bevy::ui::Overflow;
|
||||
use bevy::ui::{Overflow, UiTransform, Val2};
|
||||
|
||||
use crate::resources::DragState;
|
||||
use crate::safe_area::SafeAreaInsets;
|
||||
|
||||
/// Height of both the pill and the circular Menu button, in logical px.
|
||||
/// 64 keeps the inner 48-px buttons comfortably past the 44-px touch
|
||||
@@ -99,6 +102,20 @@ pub struct TabLabelWrap {
|
||||
#[derive(Component, Debug)]
|
||||
pub struct TabLabel;
|
||||
|
||||
/// Duck-away state on the bar container: while a card drag is committed
|
||||
/// the whole bar slides below the screen edge so it never occludes a
|
||||
/// drop target on the bottom tableau rows, then slides back on release.
|
||||
/// `progress` ∈ [0, 1]; 1 = fully off-screen.
|
||||
#[derive(Component, Debug)]
|
||||
pub struct TabBarDuck {
|
||||
/// Current slide amount, animated by [`duck_tab_bar_during_drag`].
|
||||
pub progress: f32,
|
||||
}
|
||||
|
||||
/// Extra slide distance past the bar's own height so its drop shadow
|
||||
/// (16 px blur + 6 px offset) also clears the screen edge.
|
||||
const DUCK_SHADOW_ALLOWANCE_PX: f32 = 24.0;
|
||||
|
||||
/// Rasterised icon textures for the five tab-bar actions.
|
||||
pub(super) struct TabIcons {
|
||||
undo: Handle<Image>,
|
||||
@@ -179,6 +196,8 @@ pub(super) fn spawn_glass_tab_bar(
|
||||
base_bottom: TAB_BAR_MARGIN,
|
||||
},
|
||||
HudActionBar,
|
||||
TabBarDuck { progress: 0.0 },
|
||||
UiTransform::IDENTITY,
|
||||
))
|
||||
.with_children(|bar| {
|
||||
// The main pill: Undo · [Draw] · Hint · Pause.
|
||||
@@ -453,6 +472,46 @@ pub(super) fn animate_tab_expansion(
|
||||
}
|
||||
}
|
||||
|
||||
/// Slides the bar off the bottom edge while a card drag is committed and
|
||||
/// back once it ends. Effectively touch-only: the desktop docked bar
|
||||
/// never carries [`TabBarDuck`], so the query is empty there.
|
||||
///
|
||||
/// The slide animates `UiTransform::translation` (a render-time offset,
|
||||
/// +y = down) rather than `Node::bottom`, for two reasons: layout is
|
||||
/// never dirtied mid-drag (the whole point is not to cost frames while
|
||||
/// the player is dragging), and `Node::bottom` is owned by the safe-area
|
||||
/// anchor system — two writers on one field would fight.
|
||||
pub(super) fn duck_tab_bar_during_drag(
|
||||
time: Res<Time>,
|
||||
settings: Option<Res<SettingsResource>>,
|
||||
drag: Option<Res<DragState>>,
|
||||
insets: Option<Res<SafeAreaInsets>>,
|
||||
windows: Query<&Window>,
|
||||
mut bars: Query<(&mut TabBarDuck, &mut UiTransform), With<HudActionBar>>,
|
||||
) {
|
||||
let target = if drag.as_deref().is_some_and(|d| d.committed) {
|
||||
1.0
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
let reduce_motion = settings.as_deref().is_some_and(|s| s.0.reduce_motion_mode);
|
||||
let dt = time.delta_secs();
|
||||
// Physical-px inset → logical, same conversion the safe-area anchors
|
||||
// apply (CLAUDE.md §10): the bar sits `inset` above its base position,
|
||||
// so the slide must cover that extra travel to fully clear the edge.
|
||||
let scale = windows.iter().next().map_or(1.0, |w| w.scale_factor());
|
||||
let inset_logical = insets.as_deref().map_or(0.0, |i| i.bottom / scale);
|
||||
let slide_px = TAB_BAR_CLEARANCE_PX + inset_logical + DUCK_SHADOW_ALLOWANCE_PX;
|
||||
for (mut duck, mut transform) in &mut bars {
|
||||
let next = step_expansion(duck.progress, target, dt, reduce_motion);
|
||||
if next == duck.progress && duck.progress == target {
|
||||
continue;
|
||||
}
|
||||
duck.progress = next;
|
||||
transform.translation = Val2::px(0.0, next * slide_px);
|
||||
}
|
||||
}
|
||||
|
||||
/// Idle / hover / pressed feedback for glass tab buttons — the glass
|
||||
/// counterpart of `paint_action_buttons`, using each button's own colour
|
||||
/// triple so the accent-filled active pill and the transparent icon
|
||||
|
||||
@@ -1014,6 +1014,54 @@ fn expansion_width_is_linear_in_progress() {
|
||||
assert_eq!(expansion_width(4, 16.0, 1.5), full);
|
||||
}
|
||||
|
||||
/// While a committed drag is active the bar must slide down (positive
|
||||
/// `UiTransform` y — off-screen) and return to identity once the drag
|
||||
/// ends. Manual time steps make the tween deterministic.
|
||||
#[test]
|
||||
fn tab_bar_ducks_during_committed_drag_and_returns() {
|
||||
use crate::resources::DragState;
|
||||
use bevy::ui::UiTransform;
|
||||
|
||||
let mut app = bar_only_app(true);
|
||||
set_manual_time_step(&mut app, 0.05);
|
||||
app.add_systems(Update, duck_tab_bar_during_drag);
|
||||
app.insert_resource(DragState {
|
||||
committed: true,
|
||||
..default()
|
||||
});
|
||||
|
||||
let translation_y_px = |app: &mut App| -> f32 {
|
||||
let world = app.world_mut();
|
||||
let mut q = world.query_filtered::<&UiTransform, With<HudActionBar>>();
|
||||
let t = q.single(world).expect("bar carries UiTransform");
|
||||
match t.translation.y {
|
||||
Val::Px(px) => px,
|
||||
other => panic!("duck must write Val::Px, got {other:?}"),
|
||||
}
|
||||
};
|
||||
|
||||
// 0.18s slide at 0.05s/frame: fully ducked within 5 frames.
|
||||
app.update();
|
||||
app.update();
|
||||
let mid = translation_y_px(&mut app);
|
||||
assert!(mid > 0.0, "bar must start sliding down: {mid}");
|
||||
for _ in 0..5 {
|
||||
app.update();
|
||||
}
|
||||
let ducked = translation_y_px(&mut app);
|
||||
assert!(
|
||||
ducked > TAB_BAR_CLEARANCE_PX,
|
||||
"fully ducked bar must clear its own floating footprint: {ducked}"
|
||||
);
|
||||
|
||||
// Drag ends → bar slides back to identity.
|
||||
app.world_mut().resource_mut::<DragState>().committed = false;
|
||||
for _ in 0..8 {
|
||||
app.update();
|
||||
}
|
||||
assert_eq!(translation_y_px(&mut app), 0.0);
|
||||
}
|
||||
|
||||
/// The tween must move at the `MOTION_SLIDE_SECS` rate, never overshoot,
|
||||
/// and snap instantly under reduce-motion.
|
||||
#[test]
|
||||
|
||||
Reference in New Issue
Block a user