//! Bevy resources owned by the engine crate. use std::sync::Arc; use bevy::math::Vec2; use bevy::prelude::{warn, Resource}; use chrono::{DateTime, Utc}; use solitaire_core::game_state::GameState; use solitaire_core::pile::PileType; /// Wraps the currently active `GameState`. Single source of truth for the in-progress game. #[derive(Resource, Debug, Clone)] pub struct GameStateResource(pub GameState); /// Tracks an in-progress drag operation. /// /// When `cards` is empty there is no active drag. When non-empty, the listed /// cards are being moved by the user and should be rendered at the cursor or /// touch position. /// /// # Drag threshold /// /// A drag is *pending* when `!cards.is_empty() && !committed`. The drag does /// not become *committed* (cards do not visually move) until the pointer has /// moved at least `AnimationTuning::drag_threshold_px` pixels from `press_pos`. /// This prevents accidental drags on quick taps, especially on touch screens. #[derive(Resource, Debug, Clone)] pub struct DragState { /// IDs of the cards being dragged (bottom-to-top stacking order). pub cards: Vec, /// Pile the drag originated from. pub origin_pile: Option, /// World-space offset from the cursor/touch to the bottom card's centre. pub cursor_offset: Vec2, /// Z coordinate used for the dragged cards. pub origin_z: f32, /// Screen-space position (logical pixels) where the press/touch began. /// /// Used to measure whether the drag threshold has been crossed. pub press_pos: Vec2, /// Whether the drag threshold has been crossed and visual drag is active. /// /// Cards are only lifted and repositioned once `committed = true`. pub committed: bool, /// Touch ID driving this drag, or `None` for a mouse drag. pub active_touch_id: Option, } impl Default for DragState { fn default() -> Self { Self { cards: Vec::new(), origin_pile: None, cursor_offset: Vec2::ZERO, origin_z: 0.0, press_pos: Vec2::ZERO, committed: false, active_touch_id: None, } } } impl DragState { /// Returns `true` when no drag (pending or committed) is in progress. pub fn is_idle(&self) -> bool { self.cards.is_empty() } /// Returns `true` when a drag has been committed (cards are visually lifted). pub fn is_committed(&self) -> bool { self.committed } /// Resets all drag state to the idle/default values. pub fn clear(&mut self) { self.cards.clear(); self.origin_pile = None; self.cursor_offset = Vec2::ZERO; self.origin_z = 0.0; self.press_pos = Vec2::ZERO; self.committed = false; self.active_touch_id = None; } } /// Current sync activity — shown in the settings screen. /// /// Defined here rather than in `solitaire_data` because it is a UI/runtime /// status value, not part of the persistence layer. #[derive(Debug, Clone, Default)] pub enum SyncStatus { #[default] Idle, Syncing, LastSynced(DateTime), Error(String), } /// Bevy resource wrapping the current `SyncStatus`. #[derive(Resource, Debug, Clone, Default)] pub struct SyncStatusResource(pub SyncStatus); /// Tracks which hint the player is currently cycling through. /// /// Incremented on each H press so repeated presses reveal different moves. /// Reset to `0` whenever the game state changes (move, draw, undo, new game). #[derive(Resource, Debug, Clone, Default)] pub struct HintCycleIndex(pub usize); /// Remembers the vertical scroll offset of the Settings panel between open/close cycles. /// /// Saved when the panel is despawned and restored on next spawn so the player /// returns to the same position in the list without re-scrolling. #[derive(Resource, Debug, Clone, Default)] pub struct SettingsScrollPos(pub f32); /// Set to `true` by an input system when a touch tap is consumed by game logic /// (e.g. drawing from stock). `toggle_hud_on_tap` checks this flag on /// `TouchPhase::Ended` and skips the HUD visibility toggle when set, then /// resets it to `false` so subsequent taps behave normally. #[derive(Resource, Debug, Clone, Default)] pub struct GameInputConsumedResource(pub bool); /// Shared Tokio runtime used by all async-task closures that need HTTP I/O. /// /// Bevy's `AsyncComputeTaskPool` uses `async-executor` (not Tokio), so spawned /// closures that call `reqwest`/`hyper` need a Tokio reactor. A single /// multi-threaded runtime is built once at startup and its `Arc` cloned cheaply /// into every network task — safe for concurrent `block_on` calls from multiple /// worker threads. #[derive(Resource, Clone)] pub struct TokioRuntimeResource(pub Arc); impl TokioRuntimeResource { /// Attempts to build the shared multi-threaded Tokio runtime. /// /// Returns `Err` if the OS refuses to create worker threads (e.g. resource /// limits on Android). Callers should log the error and disable sync /// features rather than panicking. pub fn new() -> Result { let rt = tokio::runtime::Builder::new_multi_thread() .worker_threads(2) .enable_all() .build()?; Ok(Self(Arc::new(rt))) } } impl Default for TokioRuntimeResource { fn default() -> Self { // Try multi-threaded first; fall back to current-thread (single // worker) if the OS refuses to create additional threads. Neither // path uses `.expect()` so this never panics at startup. match tokio::runtime::Builder::new_multi_thread() .worker_threads(2) .enable_all() .build() { Ok(rt) => Self(Arc::new(rt)), Err(e) => { warn!( "sync: failed to build multi-thread Tokio runtime ({e}); \ falling back to current-thread runtime" ); // current_thread runtime never spawns OS threads, so it // succeeds even under tight sandboxing. let rt = tokio::runtime::Builder::new_current_thread() .enable_all() .build() .expect( "current-thread Tokio runtime failed — \ the process cannot do any async I/O", ); Self(Arc::new(rt)) } } } }