Files
Ferrous-Solitaire/solitaire_engine/src/replay_overlay/input.rs
T
funman300 9bbb57134f refactor: persist replay/save moves as KlondikeInstruction, not pile coords (#89)
Pile-position types (Tableau, Foundation, KlondikePile, KlondikePileStack)
are runtime-only and have no serde upstream. Per Rhys's guidance, the
persistence layer now stores the moves (KlondikeInstruction) rather than
board coordinates, decoding back to runtime pile positions on demand.

Core / data:
- game_state: instruction_history() -> Vec<KlondikeInstruction>; add
  instruction_to_piles() and apply_instruction(); drop AnyInstruction.
- klondike_adapter: delete the entire Saved* serde mirror section
  (SavedTableau/Foundation/SkipCards/KlondikePile/TableauStack/
  KlondikePileStack/DstFoundation/DstTableau/SavedInstruction).
- replay: drop the bespoke ReplayMove serde mirror; Replay.moves is now
  Vec<KlondikeInstruction>; REPLAY_SCHEMA_VERSION 2 -> 3.
- storage: game_state save format v3 rejected (v4/v5 only).

Engine / wasm consumers:
- record via KlondikeInstruction (stock click = RotateStock).
- playback decodes each instruction to (from, to, count) against the
  live state via instruction_to_piles, then fires the canonical event;
  undecodable instructions are skipped with a warning, never panic.
- remove all use solitaire_data::ReplayMove and Saved* imports.

Workspace check, clippy -D warnings, and the full test suite all pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 12:43:47 -07:00

1228 lines
54 KiB
Rust
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
#![allow(dead_code)]
use bevy::prelude::*;
use super::*;
use crate::events::{DrawRequestEvent, MoveRequestEvent, StateChangedEvent, UndoRequestEvent};
use crate::replay_playback::{
ReplayPlaybackState, step_backwards_replay_playback, step_replay_playback,
stop_replay_playback, toggle_pause_replay_playback,
};
use crate::resources::GameStateResource;
/// Per-arrow-key time-since-last-fire accumulators that drive the
/// continuous-scrub repeat behaviour for held arrow keys. Each
/// frame the key is held, the corresponding accumulator absorbs
/// `time.delta_secs()`; when it exceeds
/// [`SCRUB_REPEAT_INTERVAL_SECS`] the handler fires another step
/// and resets the accumulator.
///
/// `just_pressed` events bypass the accumulator entirely and fire
/// immediately — only *repeat* fires (while held) are gated by
/// the interval. Releases reset the accumulator to 0 so the next
/// fresh press fires immediately rather than at half-interval.
#[derive(Resource, Default, Debug)]
pub(crate) struct ReplayScrubKeyHold {
pub(crate) left_held_secs: f32,
pub(crate) right_held_secs: f32,
}
/// Marker on the keybind-hint footer row at the bottom edge of the
/// banner. Carries two `Text` children: a vim-style mode indicator
/// (`▌ NORMAL │ replay`) on the left and the keybind hint
/// (`[SPACE] pause/resume`) on the right. 1 px top border in
/// [`BORDER_SUBTLE`] separates it from the notch-label row above.
///
/// Surfaces the existing Space-key accelerator visually so the
/// UI-first contract from CLAUDE.md §3.3 (every player action has
/// a visible UI control) holds for keyboard accelerators too.
/// Future commits that wire ESC for stop or ← / → for scrub will
/// extend the right-hand text in lockstep — the footer always
/// reflects what's actually wired, never aspirational.
#[derive(Component, Debug)]
pub struct ReplayOverlayKeybindFooter;
/// Marker on the bottom-edge **Move Log** panel — a separate root
/// UI entity (not a child of the banner) that sits anchored to the
/// viewport's bottom edge. Carries a header (`▌ MOVE LOG · N/M`)
/// plus a row showing the most-recently-applied move.
///
/// Spawned by `spawn_overlay` alongside the banner and the
/// floating progress chip; despawned by `react_to_state_change`
/// on the same `Playing → Inactive` transition. Same lifecycle
/// pattern as `ReplayFloatingProgressChip` — a sibling root, not
/// a banner child, because it lives at a different screen anchor.
///
/// First slice of the move-log mockup at
/// `docs/ui-mockups/replay-overlay-mobile.html` § "Move Log Card".
/// Subsequent commits add prev/next rows and scrolling.
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogPanel;
/// Marker on the move-log panel's header `Text`. Carries
/// `▌ MOVE LOG · N/M` while a replay is playing; the
/// `update_move_log_header` system repaints it as the cursor
/// advances.
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogHeader;
/// Marker on the move-log panel's active-row `Text`. Carries the
/// most-recently-applied move's text (`47 │ waste → tableau 5`)
/// when `cursor > 0`; empty when no moves have been applied yet
/// (initial spawn) or in `Completed`/`Inactive` states. The
/// `update_move_log_active_row` system repaints it as the cursor
/// advances.
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogActiveRow;
/// Marker on a "previous move" row above the active row.
/// `offset` is the 1-based distance backwards from the active
/// row: `offset = 1` is the move applied just before the active
/// one (e.g. cursor=47 → row reads "46 │ ..."), `offset = 2` is
/// the one before that, and so on. Up to [`MOVE_LOG_PREV_ROWS`]
/// rows render above the active row.
///
/// Empty text when there isn't enough history (`offset >= cursor`,
/// e.g. cursor=1 has no prev rows; cursor=2 has only the
/// `offset = 1` row populated).
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogPrevRow {
/// Distance backwards from the active row (1-based).
pub offset: u8,
}
/// Marker on a "next move" row below the active row. `offset`
/// is the 1-based distance forward from the active row:
/// `offset = 1` is the move that will apply next
/// (`replay.moves[cursor]`, displayed as `cursor + 1`),
/// `offset = 2` is the one after that, and so on. Up to
/// [`MOVE_LOG_NEXT_ROWS`] rows render below the active row.
///
/// Empty text when there isn't enough remaining replay
/// (`cursor + offset - 1 >= moves.len()`, e.g. cursor=99 of
/// a 100-move replay shows offset 1 but offset 2 stays empty).
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogNextRow {
/// Distance forward from the active row (1-based).
pub offset: u8,
}
/// Marker added to every top-level entity spawned by [`spawn_overlay`].
/// `react_to_state_change` uses a single `Query<Entity, With<DespawnWithReplay>>`
/// to despawn all of them, rather than keeping a separate query per
/// entity type. Future sibling overlay surfaces just need this marker
/// at spawn time — no changes to the despawn logic required.
#[derive(Component, Debug)]
pub struct DespawnWithReplay;
/// Marker on the mini-tableau preview panel root. A right-edge-anchored
/// panel that shows a compact summary of the live game state during
/// replay: the four foundation tops and the stock / waste heads.
/// Spawned as a sibling root entity (same lifecycle pattern as
/// [`ReplayOverlayMoveLogPanel`]) at `right: 0`, `top: MINI_TABLEAU_TOP_OFFSET`.
#[derive(Component, Debug)]
pub struct ReplayMiniTableauPanel;
/// Marker on the foundations row `Text` inside the mini-tableau panel.
/// Carries `F: A♠ 7♥ 5♦ K♣` (or `--` for empty slots); repainted by
/// `update_mini_tableau` whenever [`GameStateResource`] changes.
#[derive(Component, Debug)]
pub struct ReplayMiniTableauFoundations;
/// Marker on the stock/waste row `Text` inside the mini-tableau panel.
/// Carries `STK:14 WST:7♥`; repainted by `update_mini_tableau` whenever
/// [`GameStateResource`] changes.
#[derive(Component, Debug)]
pub struct ReplayMiniTableauStockWaste;
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
/// Bevy plugin that registers every system needed to drive the replay
/// overlay's lifecycle.
///
/// The plugin is independent of [`crate::replay_playback::ReplayPlaybackPlugin`]
/// — it only reads the shared `ReplayPlaybackState` resource. Tests insert
/// the resource manually and exercise the overlay in isolation.
pub struct ReplayOverlayPlugin;
impl Plugin for ReplayOverlayPlugin {
fn build(&self, app: &mut App) {
// The systems are ordered so that, on a single frame:
// 1. The state-watcher spawns or despawns the overlay if the
// `ReplayPlaybackState` resource changed.
// 2. The completion-text update swaps the banner label when the
// state is `Completed`.
// 3. The progress-text update writes the latest "Move N of M".
// 4. The Stop-button click handler reads `Interaction::Pressed`
// and calls `stop_replay_playback` (which mutates the state).
// Putting Stop last means a click in frame N is observed by
// `react_to_state_change` in frame N+1, which then despawns the
// overlay in response — a clean state-driven loop.
// Step-button handler dispatches into the same canonical move
// / draw events that the tick loop fires. Register them
// defensively here so this plugin can run under
// `MinimalPlugins` without the playback plugin attached;
// `add_message` is idempotent so the duplicate registration
// in production (alongside `replay_playback`) is harmless.
app.init_resource::<ReplayScrubKeyHold>()
.add_message::<MoveRequestEvent>()
.add_message::<DrawRequestEvent>()
.add_message::<UndoRequestEvent>()
.add_message::<StateChangedEvent>()
.add_systems(
Update,
(
react_to_state_change,
update_banner_label,
update_progress_text,
update_floating_progress_chip,
update_scrub_fill,
update_move_log_header,
update_move_log_active_row,
update_move_log_prev_rows,
update_move_log_next_rows,
update_mini_tableau_foundations,
update_mini_tableau_stock_waste,
update_pause_button_label,
handle_pause_button,
handle_step_button,
handle_pause_keyboard,
handle_stop_keyboard,
handle_arrow_keyboard,
handle_stop_button,
)
.chain(),
);
}
}
// ---------------------------------------------------------------------------
// Spawning
// ---------------------------------------------------------------------------
/// Reads [`ReplayPlaybackState`] every time the resource changes and either
/// spawns or despawns the overlay accordingly. Treats the resource as the
/// single source of truth — the spawn / despawn decision is derived from
/// `is_playing() || is_completed()` rather than tracking previous-state
/// transitions explicitly, which keeps the system stateless.
pub(crate) fn react_to_state_change(
mut commands: Commands,
state: Res<ReplayPlaybackState>,
roots: Query<Entity, With<ReplayOverlayRoot>>,
despawnable: Query<Entity, With<DespawnWithReplay>>,
font_res: Option<Res<FontResource>>,
) {
if !state.is_changed() {
return;
}
let should_be_visible = state.is_playing() || state.is_completed();
let already_spawned = roots.iter().next().is_some();
if should_be_visible && !already_spawned {
spawn_overlay(&mut commands, font_res.as_deref(), &state);
} else if !should_be_visible && already_spawned {
// Despawn all sibling root entities in one loop — every entity
// spawned by `spawn_overlay` carries `DespawnWithReplay` for
// exactly this purpose.
for entity in &despawnable {
commands.entity(entity).despawn();
}
}
// The `should_be_visible && already_spawned` branch is a no-op here —
// the per-frame text update systems below repaint the banner label
// and progress readout in place without a respawn.
}
/// Spawns the banner — a flex-row Node anchored to the top edge of the
/// window with three children: the "▌ replay" / "▌ replay complete" label,
/// the centred progress text, and the right-aligned Stop button.
pub(crate) fn spawn_overlay(
commands: &mut Commands,
font_res: Option<&FontResource>,
state: &ReplayPlaybackState,
) {
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
// Clone for the floating chip spawn that runs *after* the
// banner's `.with_children(|banner| { ... })` closure consumes
// the original `font_handle`. Cheap — Bevy's `Handle<Font>` is
// `Arc`-backed, the clone bumps a refcount.
let font_handle_for_floating = font_handle.clone();
// Second clone for the scrub-bar label row and keybind footer
// inside the outer banner closure. The inner top-row closure
// consumes the original `font_handle` for the progress-chip
// text, so by the time the outer closure reaches the
// label-row / footer spawns the original is gone.
// `font_handle_for_labels` is `.clone()`'d (never moved) inside
// the labels closure, so it's still alive for the footer
// spawn afterwards — single shared clone covers both.
let font_handle_for_labels = font_handle.clone();
// Third clone for the move-log panel — a separate root
// entity spawned after the banner closure closes. Mirrors the
// floating-chip clone reasoning.
let font_handle_for_move_log = font_handle.clone();
// Fourth clone for the mini-tableau preview panel.
let font_handle_for_mini_tableau = font_handle.clone();
let banner_label = if state.is_completed() {
"\u{258C} replay complete" // ▌ — cursor-block prefix; matches the splash boot-screen convention.
} else {
"\u{258C} replay" // ▌
};
let progress_label = format_progress(state);
// Tableau dim layer — full-screen scrim at z = Z_REPLAY_DIM (= 54).
// Spawned first so it sits behind the banner (z=55) and move-log (z=55)
// in the UI stacking context. World-space sprites (cards, badges) are
// always below any UI node, so the dim layer darkens the entire
// gameplay scene without needing to touch card_plugin. No Interaction
// component — purely visual.
commands.spawn((
ReplayTableauDimLayer,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
top: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, TABLEAU_DIM_ALPHA)),
ZIndex(Z_REPLAY_DIM),
GlobalZIndex(Z_REPLAY_DIM),
));
let banner_bg = Color::srgba(
BG_ELEVATED_HI.to_srgba().red,
BG_ELEVATED_HI.to_srgba().green,
BG_ELEVATED_HI.to_srgba().blue,
BANNER_ALPHA,
);
commands
.spawn((
ReplayOverlayRoot,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
top: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Px(BANNER_HEIGHT),
// Column outer so the content row sits above the 1px
// scrub bar at the bottom edge.
flex_direction: FlexDirection::Column,
..default()
},
BackgroundColor(banner_bg),
// Pin the banner to its z layer in both the local and the
// global stacking context — `GlobalZIndex` matters because
// the overlay is a top-level Node (no parent), and Bevy 0.18
// has historically had subtle stacking-context drift here.
ZIndex(Z_REPLAY_OVERLAY),
GlobalZIndex(Z_REPLAY_OVERLAY),
))
.with_children(|banner| {
// Top row: the existing content (label / progress / Stop).
banner
.spawn(Node {
flex_grow: 1.0,
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceBetween,
padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
column_gap: VAL_SPACE_4,
..default()
})
.with_children(|row| {
// Left: column with the accent "▌ replay" headline
// above and a small `GAME #YYYY-DDD` caption below.
// The caption mirrors the mockup's right-anchored
// game identifier but stays visually grouped with
// the headline so the two pieces of "this is a
// replay of game X" read as a single unit.
row.spawn(Node {
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexStart,
row_gap: Val::Px(2.0),
..default()
})
.with_children(|left| {
left.spawn((
ReplayOverlayBannerText,
Text::new(banner_label),
TextFont {
font: font_handle.clone(),
font_size: TYPE_HEADLINE,
..default()
},
TextColor(ACCENT_PRIMARY),
));
left.spawn((
ReplayOverlayGameCaption,
Text::new(format_game_caption(state).unwrap_or_default()),
TextFont {
font: font_handle.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
});
// Centre: progress readout, wrapped in a 1 px
// ACCENT_PRIMARY-bordered chip so it reads as a
// discrete callout rather than free-floating
// text. No fill — the Terminal aesthetic gets
// depth from borders + tonal layering, not
// shadows. The marker stays on the inner Text so
// `update_progress_text` keeps working unchanged.
row.spawn((
Node {
border: UiRect::all(Val::Px(1.0)),
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_1),
..default()
},
BorderColor::all(ACCENT_PRIMARY),
))
.with_children(|chip| {
chip.spawn((
ReplayOverlayProgressText,
Text::new(progress_label),
TextFont {
font: font_handle,
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_PRIMARY),
));
});
// Right: Stop button. Tertiary variant — the
// action is available but not the loudest element
// in the banner; the "Replay" primary accent owns
// that slot. `spawn_modal_button` gives us hover /
// press paint and focus rings for free via the
// existing `UiModalPlugin` paint system.
row.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
})
.with_children(|wrap| {
// Pause / Resume label is set from the current
// state so a freshly-spawned overlay (which
// currently always starts unpaused) reads
// "Pause". `update_pause_button_label`
// repaints it whenever the state changes.
spawn_modal_button(
wrap,
ReplayPauseButton,
pause_button_label(state),
None,
ButtonVariant::Tertiary,
font_res,
);
spawn_modal_button(
wrap,
ReplayStepButton,
"Step",
None,
ButtonVariant::Tertiary,
font_res,
);
spawn_modal_button(
wrap,
ReplayStopButton,
"Stop",
None,
ButtonVariant::Tertiary,
font_res,
);
});
});
// Bottom edge: 1px-tall scrub bar. Track in `BORDER_SUBTLE`,
// fill in `ACCENT_PRIMARY`. The fill width is rewritten by
// [`update_scrub_fill`] every tick the cursor advances.
// Initial fill width matches the spawn-time progress so the
// first-frame paint already reflects state instead of
// popping from 0 → cursor on the first tick.
let initial_scrub_pct = scrub_pct(state);
let win_pct = win_move_marker_pct(state);
banner
.spawn((
Node {
width: Val::Percent(100.0),
height: Val::Px(1.0),
..default()
},
BackgroundColor(BORDER_SUBTLE),
// HC marker: bumps the 1 px track from #505050
// → #a0a0a0 under high-contrast mode. The track
// paints via BackgroundColor (it's a 1 px Node,
// not a border on a wider container) so the
// BorderColor-targeting HighContrastBorder marker
// doesn't apply — HighContrastBackground is the
// parallel primitive for this case.
HighContrastBackground::with_default(BORDER_SUBTLE),
))
.with_children(|track| {
track.spawn((
ReplayOverlayScrubFill,
Node {
width: Val::Percent(initial_scrub_pct),
height: Val::Percent(100.0),
..default()
},
BackgroundColor(ACCENT_PRIMARY),
));
// WIN MOVE marker — small green tick anchored at
// `win_move_index / total`. Spawned only when the
// active replay carries the field; older replays
// pre-dating `win_move_index` simply don't get a
// marker. Centered vertically on the 1px track via
// a 3px-tall node offset 1px above the track top so
// 1px sits above and 1px below the track line.
if let Some(pct) = win_pct {
track.spawn((
ReplayOverlayWinMoveMarker,
Node {
position_type: PositionType::Absolute,
left: Val::Percent(pct),
top: Val::Px(-1.0),
width: Val::Px(2.0),
height: Val::Px(3.0),
..default()
},
BackgroundColor(STATE_SUCCESS),
// HC bump: lime → brighter lime so the win
// marker reads clearly above the bumped
// notch ticks (BORDER_SUBTLE_HC gray) under
// high-contrast mode.
HighContrastBackground::with_hc(STATE_SUCCESS, STATE_SUCCESS_HC),
));
}
// Fixed quarter-mark notches: five 1px vertical
// ticks at 0 / 25 / 50 / 75 / 100 % that give the
// player visual anchor points without needing to
// mentally bisect the bar. Painted in
// BORDER_SUBTLE — same colour as the unfilled
// track — so visibility comes from extending past
// the 1px track height (5px tall, anchored 2px
// above the track top) rather than colour
// contrast. Spawned *after* the WIN MOVE marker
// so a notch and the marker landing on the same
// percentage paint the marker on top.
for pct in scrub_notch_positions() {
track.spawn((
ReplayOverlayScrubNotch,
Node {
position_type: PositionType::Absolute,
left: Val::Percent(pct),
top: Val::Px(-2.0),
width: Val::Px(1.0),
height: Val::Px(5.0),
..default()
},
BackgroundColor(BORDER_SUBTLE),
// Same HC-paint reasoning as the track
// above: 5 px tall × 1 px wide tick mark
// paints via BackgroundColor, so
// HighContrastBackground (not -Border) is
// the right marker.
HighContrastBackground::with_default(BORDER_SUBTLE),
));
}
});
// Third banner row: percentage labels (`0%` / `25%` /
// `50%` / `75%` / `100%`) under each scrub-bar notch.
// Sibling of (not child of) the 1px track because labels
// need their own vertical real estate (TYPE_CAPTION text
// doesn't fit inside a 1px container). Position math:
// track Node has `Val::Percent(p)` referencing the
// banner's full width; this label row also has the
// banner's full width, so labels at the same
// percentages line up vertically with their notches.
let labels = scrub_notch_labels();
let positions = scrub_notch_positions();
banner
.spawn(Node {
width: Val::Percent(100.0),
height: Val::Px(SCRUB_LABEL_ROW_HEIGHT),
position_type: PositionType::Relative,
..default()
})
.with_children(|row| {
for (i, (label, pct)) in labels.iter().zip(positions.iter()).enumerate() {
// Endpoints flush to the row's edges; middle
// three labels use the `translateX(-50%)`
// pattern for Bevy 0.18 UI: a fixed-width
// container is placed at `left: Percent(pct)`
// then shifted left by half its own width via
// `margin.left: Px(-SCRUB_LABEL_CENTER_WIDTH/2)`.
// `Justify::Center` renders the text centred
// within the container so the text's visual
// centre coincides with the notch line.
let (node, justify) = if i == 0 {
(
Node {
position_type: PositionType::Absolute,
top: Val::Px(2.0),
left: Val::Px(0.0),
..default()
},
Justify::Left,
)
} else if i == labels.len() - 1 {
(
Node {
position_type: PositionType::Absolute,
top: Val::Px(2.0),
right: Val::Px(0.0),
..default()
},
Justify::Right,
)
} else {
(
Node {
position_type: PositionType::Absolute,
top: Val::Px(2.0),
left: Val::Percent(*pct),
width: Val::Px(SCRUB_LABEL_CENTER_WIDTH),
margin: UiRect {
left: Val::Px(-SCRUB_LABEL_CENTER_WIDTH / 2.0),
..default()
},
..default()
},
Justify::Center,
)
};
row.spawn((
ReplayOverlayScrubNotchLabel,
node,
Text::new(*label),
TextLayout::new_with_justify(justify),
TextFont {
font: font_handle_for_labels.clone(),
font_size: TYPE_CAPTION,
..default()
},
// TEXT_SECONDARY keeps the subdued visual
// hierarchy (caption, not headline) while
// staying readable against BG_ELEVATED_HI.
TextColor(TEXT_SECONDARY),
));
}
});
// Fourth banner row: keybind-hint footer. Vim-style
// mode line on the left (`▌ NORMAL │ replay`), keybind
// hint on the right (`[SPACE] pause/resume`), 1px top
// border in BORDER_SUBTLE separating it from the
// labels row above. Surfaces the existing Space
// accelerator visually so CLAUDE.md §3.3's UI-first
// contract holds for keyboard accelerators too.
banner
.spawn((
ReplayOverlayKeybindFooter,
Node {
width: Val::Percent(100.0),
height: Val::Px(KEYBIND_FOOTER_HEIGHT),
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::SpaceBetween,
align_items: AlignItems::Center,
padding: UiRect::horizontal(VAL_SPACE_4),
border: UiRect::top(Val::Px(1.0)),
..default()
},
BorderColor::all(BORDER_SUBTLE),
// Marker for `apply_high_contrast_borders`: bumps
// the 1 px top border from BORDER_SUBTLE (#505050)
// to BORDER_SUBTLE_HC (#a0a0a0) when
// `Settings::high_contrast_mode` is on. Without
// this the footer reads as floating loose under
// HC because the border that visually anchors it
// to the labels row above is near-invisible.
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|footer| {
footer.spawn((
Text::new(keybind_footer_mode_text()),
TextFont {
font: font_handle_for_labels.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
if SHOW_KEYBOARD_ACCELERATORS {
footer.spawn((
Text::new(keybind_footer_hint_text()),
TextFont {
font: font_handle_for_labels.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
}
});
});
// Floating progress chip — a 2D world-space `Text2d` rendered
// above the destination pile of the most-recently-applied move.
// Sibling of (not child of) the banner overlay because it lives
// in world-space coordinates, not the UI tree. Spawned hidden;
// `update_floating_progress_chip` shows + positions it on the
// first frame the cursor advances past 0. Lifecycle matches
// the banner overlay — `react_to_state_change` despawns both
// when the replay state transitions back to `Inactive`.
commands.spawn((
ReplayFloatingProgressChip,
DespawnWithReplay,
Text2d::new(format_progress(state)),
TextFont {
font: font_handle_for_floating,
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_PRIMARY),
// High Z keeps the chip above every card stack
// (Z_DROP_OVERLAY = 50, Z_STOCK_BADGE = 30, regular cards
// stack to the low double digits at most).
Transform::from_xyz(0.0, 0.0, 100.0),
Visibility::Hidden,
));
// Move-log panel — a separate root UI entity anchored to the
// viewport's bottom edge. Carries a `▌ MOVE LOG · N/M` header
// plus a row showing the most-recently-applied move.
// Sibling-of-banner pattern (not a banner child) because the
// panel lives at a different screen anchor and has its own
// spawn/despawn lifecycle synced via `react_to_state_change`.
let banner_bg = Color::srgba(
BG_ELEVATED_HI.to_srgba().red,
BG_ELEVATED_HI.to_srgba().green,
BG_ELEVATED_HI.to_srgba().blue,
BANNER_ALPHA,
);
commands
.spawn((
ReplayOverlayMoveLogPanel,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
bottom: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Px(MOVE_LOG_PANEL_HEIGHT),
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexStart,
justify_content: JustifyContent::Center,
padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
row_gap: VAL_SPACE_1,
border: UiRect::top(Val::Px(1.0)),
..default()
},
BackgroundColor(banner_bg),
BorderColor::all(BORDER_SUBTLE),
// Same z-stack rationale as the banner — above gameplay,
// below modals.
ZIndex(Z_REPLAY_OVERLAY),
GlobalZIndex(Z_REPLAY_OVERLAY),
// HC marker so the top border bumps under HC mode.
// Without it the panel reads as floating loose because
// the border that anchors it to the gameplay area above
// is near-invisible at #505050.
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|panel| {
// Header row: `▌ MOVE LOG · N/M` in ACCENT_PRIMARY for
// the cursor-block prefix consistency with the banner
// headline.
panel.spawn((
ReplayOverlayMoveLogHeader,
Text::new(format_move_log_header(state)),
TextFont {
font: font_handle_for_move_log.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(ACCENT_PRIMARY),
));
// Prev rows — render above the active row in display
// order (oldest first), so the active row sits at the
// bottom of the visible window. Spawn from
// MOVE_LOG_PREV_ROWS down to 1 (offset 2, then 1) so
// the highest-offset (oldest) row is topmost in the
// panel's flex column. Each carries
// ReplayOverlayMoveLogPrevRow { offset } — the
// per-frame system reads `offset` and recomputes the
// text on cursor advance. Painted in TEXT_SECONDARY
// so the active row stands out from context rows.
for offset in (1..=MOVE_LOG_PREV_ROWS as u8).rev() {
panel.spawn((
ReplayOverlayMoveLogPrevRow { offset },
Text::new(format_kth_recent_row(state, offset as usize + 1)),
TextFont {
font: font_handle_for_move_log.clone(),
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_SECONDARY),
));
}
// Active move row. Wrapped in a Node with an
// ACCENT_PRIMARY background so the row reads as
// "current focus" — the player can scan vertically
// and the highlighted row is the move that just
// applied. Empty text at spawn time when cursor=0;
// the per-frame update system populates it as the
// cursor advances. Text colour is TEXT_PRIMARY_HC
// (near-white) for contrast against the brick-red
// background — same trick as the modal-button
// primary-variant paint.
panel
.spawn((
Node {
width: Val::Percent(100.0),
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_1),
..default()
},
BackgroundColor(ACCENT_PRIMARY),
))
.with_children(|active| {
active.spawn((
ReplayOverlayMoveLogActiveRow,
Text::new(format_active_move_row(state)),
TextFont {
font: font_handle_for_move_log.clone(),
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_PRIMARY_HC),
));
});
// Next rows — render below the active row in display
// order (offset 1 directly below active, then offset
// 2). Same TEXT_SECONDARY de-emphasis as prev rows so
// the active row stays the focal point. Empty text
// late in the replay (when cursor + offset exceeds
// moves.len()) — the panel under-fills gracefully.
for offset in 1..=MOVE_LOG_NEXT_ROWS as u8 {
panel.spawn((
ReplayOverlayMoveLogNextRow { offset },
Text::new(format_kth_next_row(state, offset as usize)),
TextFont {
font: font_handle_for_move_log.clone(),
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_SECONDARY),
));
}
});
// Mini-tableau preview panel — right-edge anchor, just below the banner.
// Compact two-row readout: foundation tops then stock/waste head.
// Sibling-of-banner pattern (separate root entity, own spawn/despawn).
let banner_bg = Color::srgba(
BG_ELEVATED_HI.to_srgba().red,
BG_ELEVATED_HI.to_srgba().green,
BG_ELEVATED_HI.to_srgba().blue,
BANNER_ALPHA,
);
commands
.spawn((
ReplayMiniTableauPanel,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
right: Val::Px(0.0),
top: Val::Px(MINI_TABLEAU_TOP_OFFSET),
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_2),
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexStart,
row_gap: VAL_SPACE_1,
border: UiRect::left(Val::Px(1.0)),
..default()
},
BackgroundColor(banner_bg),
BorderColor::all(BORDER_SUBTLE),
ZIndex(Z_REPLAY_OVERLAY),
GlobalZIndex(Z_REPLAY_OVERLAY),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|panel| {
panel.spawn((
Text::new("\u{258C} BOARD"),
TextFont {
font: font_handle_for_mini_tableau.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(ACCENT_PRIMARY),
));
panel.spawn((
ReplayMiniTableauFoundations,
Text::new("F: -- -- -- --"),
TextFont {
font: font_handle_for_mini_tableau.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_PRIMARY),
));
panel.spawn((
ReplayMiniTableauStockWaste,
Text::new("STK:-- WST:--"),
TextFont {
font: font_handle_for_mini_tableau,
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
});
}
/// Pure helper — returns the scrub-fill width as a percentage of the
/// track for the given playback state. `Completed` reads as 100 %;
/// `Inactive` and `Playing` with no progress read as 0 %.
pub(crate) fn scrub_pct(state: &ReplayPlaybackState) -> f32 {
if state.is_completed() {
return 100.0;
}
match state.progress() {
Some((_, 0)) | None => 0.0,
Some((cursor, total)) => {
let frac = (cursor as f32 / total as f32).clamp(0.0, 1.0);
frac * 100.0
}
}
}
/// Pure helper — returns the fixed scrub-bar notch positions as
/// percentages along the track. Five evenly-spaced notches at the
/// quarter-marks: `[0, 25, 50, 75, 100]`. Function (rather than
/// const) so the unit-test surface is obvious and a future
/// regression — e.g. someone simplifying to three notches — fails
/// at the helper test rather than at visual review.
pub(crate) fn scrub_notch_positions() -> [f32; 5] {
[0.0, 25.0, 50.0, 75.0, 100.0]
}
/// Pure helper — returns the percentage-label text for each notch,
/// in left-to-right order. Paired with [`scrub_notch_positions`] so
/// `labels[i]` belongs at `positions[i]`. Lifted to a function for
/// the same reason as the positions helper: a clean unit-test
/// surface that fails at a regression (e.g. someone simplifying
/// `100%` → `MAX`) rather than at visual review.
pub(crate) fn scrub_notch_labels() -> [&'static str; 5] {
["0%", "25%", "50%", "75%", "100%"]
}
/// Pure helper — returns the vim-style mode indicator text shown on
/// the left side of the keybind-hint footer row. `▌ NORMAL │ replay`
/// matches the `▌replay.tsx` motif from the splash boot-screen and
/// the screen-takeover mockup. The cursor block (`▌`) matches the
/// banner-label prefix; "NORMAL" is the vim mode (mockup parity);
/// "replay" identifies the surface.
pub(crate) fn keybind_footer_mode_text() -> &'static str {
"\u{258C} NORMAL \u{2502} replay" // ▌ NORMAL │ replay
}
/// Pure helper — returns the keybind-hint text shown on the right
/// side of the keybind-hint footer row. Lists only the keys that
/// are *actually wired* today: the Space accelerator for
/// pause/resume, the ESC accelerator for stop, and the ← / →
/// accelerators for paused single-move stepping. The footer never
/// lists unimplemented keybinds (would lie to users).
pub(crate) fn keybind_footer_hint_text() -> &'static str {
if SHOW_KEYBOARD_ACCELERATORS {
"[SPACE] pause/resume \u{00B7} [ESC] stop \u{00B7} [\u{2190}\u{2192}] step" // · separator
} else {
""
}
}
/// Pure helper — returns the WIN MOVE marker's left-edge position as
/// a percentage of the scrub track, or `None` when no marker should
/// be drawn.
///
/// `None` is returned in any of these cases:
/// - The state isn't `Playing` (no replay attached).
/// - The replay's `win_move_index` is `None` (older replay loaded
/// from disk pre-dating the field).
/// - The replay's move list is empty (shouldn't happen for real wins,
/// but guards the divide-by-zero).
///
/// The percentage clamps to `[0, 100]` so a malformed
/// `win_move_index >= total` (defensive — shouldn't happen) doesn't
/// position the marker outside the track.
pub(crate) fn win_move_marker_pct(state: &ReplayPlaybackState) -> Option<f32> {
let ReplayPlaybackState::Playing { replay, .. } = state else {
return None;
};
let idx = replay.win_move_index?;
let total = replay.moves.len();
if total == 0 {
return None;
}
let frac = (idx as f32 / total as f32).clamp(0.0, 1.0);
Some(frac * 100.0)
}
// ---------------------------------------------------------------------------
// Playback-control button handlers
// ---------------------------------------------------------------------------
/// Pure helper — returns the label the Pause / Resume button should
/// carry for the given state. "Pause" while running, "Resume" while
/// paused, empty otherwise (the button is despawned with the rest of
/// the overlay tree on transitions to `Inactive` / `Completed`, so
/// the empty branch only fires for one frame around state changes).
pub(crate) fn pause_button_label(state: &ReplayPlaybackState) -> &'static str {
match state {
ReplayPlaybackState::Playing { paused: true, .. } => "Resume",
ReplayPlaybackState::Playing { paused: false, .. } => "Pause",
ReplayPlaybackState::Inactive | ReplayPlaybackState::Completed => "",
}
}
/// Watches the Stop button for `Interaction::Pressed` transitions. On a
/// click, calls [`stop_replay_playback`] which resets the state to
/// `Inactive`; the next frame's `react_to_state_change` then despawns
/// the overlay.
pub(crate) fn handle_stop_button(
mut commands: Commands,
mut state: ResMut<ReplayPlaybackState>,
buttons: Query<&Interaction, (With<ReplayStopButton>, Changed<Interaction>)>,
) {
if !buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
stop_replay_playback(&mut commands, &mut state);
}
/// Watches the Pause / Resume button for `Interaction::Pressed`
/// transitions. On a click, toggles the `paused` flag via
/// [`toggle_pause_replay_playback`]. The label repaint happens in
/// [`update_pause_button_label`] on the same frame the state mutation
/// flushes.
pub(crate) fn handle_pause_button(
mut state: ResMut<ReplayPlaybackState>,
buttons: Query<&Interaction, (With<ReplayPauseButton>, Changed<Interaction>)>,
) {
if !buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
toggle_pause_replay_playback(&mut state);
}
/// Watches the Step button for `Interaction::Pressed` transitions. On
/// a click, advances exactly one move via [`step_replay_playback`].
/// No-op while playback is unpaused (would race the tick loop) — the
/// guard lives inside `step_replay_playback`.
pub(crate) fn handle_step_button(
mut state: ResMut<ReplayPlaybackState>,
game: Option<Res<GameStateResource>>,
mut moves_writer: MessageWriter<MoveRequestEvent>,
mut draws_writer: MessageWriter<DrawRequestEvent>,
buttons: Query<&Interaction, (With<ReplayStepButton>, Changed<Interaction>)>,
) {
if !buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
step_replay_playback(
&mut state,
game.as_deref(),
&mut moves_writer,
&mut draws_writer,
);
}
/// Repaints the Pause / Resume button's label whenever
/// [`ReplayPlaybackState`] changes. Walks from the marked button
/// entity to its single child [`Text`] so the spawn path doesn't need
/// a second marker on the inner node.
pub(crate) fn update_pause_button_label(
state: Res<ReplayPlaybackState>,
buttons: Query<&Children, With<ReplayPauseButton>>,
mut texts: Query<&mut Text>,
) {
if !state.is_changed() {
return;
}
let label = pause_button_label(&state);
if label.is_empty() {
// Overlay is mid-teardown; the button entity will despawn
// this frame anyway. Skip the repaint to avoid touching a
// doomed entity.
return;
}
for children in &buttons {
for child in children.iter() {
if let Ok(mut text) = texts.get_mut(child) {
text.0 = label.to_string();
break;
}
}
}
}
/// Watches `Space` for the keyboard pause / resume accelerator.
/// UI-first contract from CLAUDE.md §3.3 is satisfied by the on-
/// screen Pause / Resume button; this is the optional accelerator.
/// No-op when the playback isn't `Playing` (e.g. while a modal is
/// open and the player is using `Space` for something else).
pub(crate) fn handle_pause_keyboard(
keys: Option<Res<ButtonInput<KeyCode>>>,
mut state: ResMut<ReplayPlaybackState>,
) {
let Some(keys) = keys else { return };
if !keys.just_pressed(KeyCode::Space) {
return;
}
toggle_pause_replay_playback(&mut state);
}
/// Watches the arrow keys for the paused step / scrub
/// accelerators. UI-first contract from CLAUDE.md §3.3 is
/// satisfied by the on-screen Step button (forward only); these
/// are the optional accelerators that also surface a backwards
/// step plus continuous scrub.
///
/// Both keys are paused-only — the underlying step helpers
/// hard-gate via destructure on `paused: true`. Pressing → during
/// running playback or ← at cursor 0 are silent no-ops; the
/// player learns "pause first, then arrow."
///
/// **Single press fires once immediately**
/// (`just_pressed`). **Holding** the key triggers continuous
/// scrub at [`SCRUB_REPEAT_INTERVAL_SECS`] cadence (10 steps/sec
/// at 100 ms): the per-key accumulator on
/// [`ReplayScrubKeyHold`] absorbs `time.delta_secs()` each frame
/// the key is held, fires + resets when the threshold is hit, and
/// resets to 0 on key release so the next fresh press fires
/// immediately. This matches the mockup's `[← →] scrub`
/// terminology while keeping single-press = single-step semantics.
#[allow(clippy::too_many_arguments)]
pub(crate) fn handle_arrow_keyboard(
keys: Option<Res<ButtonInput<KeyCode>>>,
time: Res<Time>,
game: Option<Res<GameStateResource>>,
mut hold: ResMut<ReplayScrubKeyHold>,
mut state: ResMut<ReplayPlaybackState>,
mut moves_writer: MessageWriter<MoveRequestEvent>,
mut draws_writer: MessageWriter<DrawRequestEvent>,
mut undo_writer: MessageWriter<UndoRequestEvent>,
mut state_changed: MessageReader<StateChangedEvent>,
// `true` while a backward step is in-flight: cursor was decremented and
// `UndoRequestEvent` was written, but `handle_undo` hasn't applied it yet.
// Cleared when `StateChangedEvent` confirms the game state has caught up.
// Prevents rapid ← presses from accumulating multiple cursor decrements
// before any undo is applied (Bug #16).
mut back_pending: Local<bool>,
) {
let Some(keys) = keys else { return };
let dt = time.delta_secs();
// Clear the in-flight flag once the game confirms the undo landed.
if state_changed.read().count() > 0 {
*back_pending = false;
}
// Right (forward step) — initial press fires immediately;
// held repeats fire when the accumulator crosses the interval.
if keys.just_pressed(KeyCode::ArrowRight) {
step_replay_playback(
&mut state,
game.as_deref(),
&mut moves_writer,
&mut draws_writer,
);
hold.right_held_secs = 0.0;
} else if keys.pressed(KeyCode::ArrowRight) {
hold.right_held_secs += dt;
if hold.right_held_secs >= SCRUB_REPEAT_INTERVAL_SECS {
step_replay_playback(
&mut state,
game.as_deref(),
&mut moves_writer,
&mut draws_writer,
);
hold.right_held_secs = 0.0;
}
} else {
hold.right_held_secs = 0.0;
}
// Left (backwards step) — gate on `back_pending` so at most one undo
// is in-flight at a time. The cursor is only decremented inside
// `step_backwards_replay_playback`, which also writes `UndoRequestEvent`.
// `back_pending` is set after a successful step and cleared above when
// `StateChangedEvent` confirms the undo was applied.
if keys.just_pressed(KeyCode::ArrowLeft) {
if !*back_pending {
let fired = step_backwards_replay_playback(&mut state, &mut undo_writer);
if fired {
*back_pending = true;
}
}
hold.left_held_secs = 0.0;
} else if keys.pressed(KeyCode::ArrowLeft) {
hold.left_held_secs += dt;
if hold.left_held_secs >= SCRUB_REPEAT_INTERVAL_SECS {
if !*back_pending {
let fired = step_backwards_replay_playback(&mut state, &mut undo_writer);
if fired {
*back_pending = true;
}
}
hold.left_held_secs = 0.0;
}
} else {
hold.left_held_secs = 0.0;
}
}
/// Watches `Esc` for the keyboard stop accelerator. UI-first
/// contract from CLAUDE.md §3.3 is satisfied by the on-screen
/// Stop button; this is the optional accelerator.
///
/// Cross-plugin coordination: `pause_plugin::toggle_pause` also
/// listens for `Esc` and would otherwise open the pause modal on
/// the same press. The conflict is resolved by `toggle_pause`
/// gating itself on `ReplayPlaybackState::is_playing()` —
/// symmetrical to the existing `forfeit_screens` /
/// `other_modal_scrims` defer-if pattern in that system. So during
/// an active replay this handler owns the `Esc` press and the
/// pause modal stays closed.
///
/// No-op when the playback isn't `Playing` (the resource may still
/// exist as `Inactive` or `Completed`; only `Playing` means a
/// replay is on screen for the player to stop).
pub(crate) fn handle_stop_keyboard(
mut commands: Commands,
keys: Option<Res<ButtonInput<KeyCode>>>,
mut state: ResMut<ReplayPlaybackState>,
) {
let Some(keys) = keys else { return };
if !keys.just_pressed(KeyCode::Escape) {
return;
}
if !state.is_playing() {
return;
}
stop_replay_playback(&mut commands, &mut state);
}