f6c916641a
The existing update_drop_highlights system tinted PileMarker sprites green for valid drops, but the marker is a card-sized rectangle that sits behind the stack. Once a tableau column had any cards on it the marker was occluded and the highlight effectively invisible — the handoff's "drops feel guess-y because there's no preview" point. A new update_drop_target_overlays system spawns an overlay above every legal target during drag: a soft DROP_TARGET_FILL rectangle sized to the pile's actual visible footprint (full fanned column for tableaux, card-sized for foundations and empty tableaux) plus four thin DROP_TARGET_OUTLINE edges forming a 3 px border. Z_DROP_OVERLAY = 50 sits above static cards (z ~1) but below the dragged stack (DRAG_Z = 500), so the overlay never occludes the card the player is holding. The valid-target enumeration mirrors update_drop_highlights exactly so the rules can't drift, and pile geometry mirrors input_plugin's pile_drop_rect. The original marker-tint system is untouched; it still does its job for empty-pile placeholders. The overlay layer is purely additive — running alongside, not replacing. Token values reuse the existing STATE_SUCCESS hue (#4ADE80) at 10% fill / 75% outline so the overlay green matches the rest of the success-signal palette (foundation completion, sync OK, etc.). Three headless tests pin the contract: overlay spawns for valid tableau drops, doesn't spawn for invalid destinations, and despawns the moment the drag ends. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
651 lines
23 KiB
Rust
651 lines
23 KiB
Rust
//! Cursor-icon feedback (#31) and drag drop-target highlighting (#32).
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//!
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//! **Cursor icons** (`update_cursor_icon`)
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//! - Cards are being dragged → `Grabbing` (closed hand)
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//! - Cursor hovers over a face-up draggable card → `Grab` (open hand)
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//! - Otherwise → `Default` (arrow)
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//!
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//! **Drop-target highlights** (`update_drop_highlights`)
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//! While a drag is in progress every `PileMarker` sprite is tinted:
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//! - **Green** if the dragged stack can legally land there.
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//! - **Default** (nearly transparent white) otherwise.
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//! The tint is cleared to default the frame the drag ends.
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//!
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//! **Drop-target overlays** (`update_drop_target_overlays`)
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//! Pile markers sit *behind* the card stack, so on a tableau column with
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//! any cards on it the green tint applied above is fully occluded. To
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//! make legal targets unmistakable mid-drag, this system spawns a
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//! translucent green rectangle plus four outline edges over every legal
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//! destination pile. For tableau columns the overlay covers the full
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//! visible fan (matching `input_plugin::pile_drop_rect`); for
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//! foundations and empty tableaux it is card-sized. Overlays are
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//! despawned the frame the drag ends or whenever the legal-target set
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//! changes.
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use bevy::prelude::*;
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use bevy::window::{CursorIcon, PrimaryWindow, SystemCursorIcon};
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use solitaire_core::game_state::{DrawMode, GameState};
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use solitaire_core::pile::PileType;
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use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
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use crate::card_plugin::{RightClickHighlight, TABLEAU_FAN_FRAC};
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use crate::layout::{Layout, LayoutResource};
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use crate::resources::{DragState, GameStateResource};
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use crate::table_plugin::PileMarker;
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use crate::ui_theme::{
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DROP_TARGET_FILL, DROP_TARGET_OUTLINE, DROP_TARGET_OUTLINE_PX, Z_DROP_OVERLAY,
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};
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/// Semi-transparent white that `table_plugin` uses for idle pile markers.
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/// Kept in sync with the `marker_colour` constant there.
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const MARKER_DEFAULT: Color = Color::srgba(1.0, 1.0, 1.0, 0.08);
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/// Green tint applied to pile markers that are valid drop targets during drag.
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const MARKER_VALID: Color = Color::srgba(0.15, 0.85, 0.25, 0.55);
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/// Marker component on a parent entity that owns one drop-target overlay
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/// (a translucent fill plus four outline edges as children). The wrapped
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/// `PileType` identifies which pile this overlay highlights, so test
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/// queries and the despawn-on-target-change logic can filter by pile.
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#[derive(Component, Debug, Clone, PartialEq, Eq)]
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pub struct DropTargetOverlay(pub PileType);
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/// Renders a custom cursor sprite that follows the pointer and swaps to a grab-hand icon while a card drag is in progress.
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pub struct CursorPlugin;
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impl Plugin for CursorPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(
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Update,
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(
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update_cursor_icon,
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update_drop_highlights,
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update_drop_target_overlays,
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),
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);
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}
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}
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// ---------------------------------------------------------------------------
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// #31 — Cursor icon
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// ---------------------------------------------------------------------------
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/// Updates the primary-window cursor icon based on drag state and hover.
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fn update_cursor_icon(
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drag: Res<DragState>,
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windows: Query<(Entity, &Window), With<PrimaryWindow>>,
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cameras: Query<(&Camera, &GlobalTransform)>,
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layout: Option<Res<LayoutResource>>,
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game: Option<Res<GameStateResource>>,
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mut commands: Commands,
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) {
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let Ok((win_entity, window)) = windows.single() else { return };
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if !drag.is_idle() {
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commands
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.entity(win_entity)
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.insert(CursorIcon::from(SystemCursorIcon::Grabbing));
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return;
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}
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let hovering = (|| {
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let cursor = window.cursor_position()?;
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let (camera, cam_xf) = cameras.single().ok()?;
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let world = camera.viewport_to_world_2d(cam_xf, cursor).ok()?;
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let layout = layout.as_ref()?.0.clone();
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let game = game.as_ref()?;
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Some(cursor_over_draggable(world, &game.0, &layout))
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})()
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.unwrap_or(false);
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commands.entity(win_entity).insert(CursorIcon::from(if hovering {
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SystemCursorIcon::Grab
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} else {
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SystemCursorIcon::Default
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}));
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}
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/// Returns `true` if `cursor` (world-space) is over any face-up draggable card.
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fn cursor_over_draggable(cursor: Vec2, game: &GameState, layout: &Layout) -> bool {
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let piles = [
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PileType::Waste,
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PileType::Foundation(0),
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PileType::Foundation(1),
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PileType::Foundation(2),
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PileType::Foundation(3),
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PileType::Tableau(0),
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PileType::Tableau(1),
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PileType::Tableau(2),
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PileType::Tableau(3),
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PileType::Tableau(4),
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PileType::Tableau(5),
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PileType::Tableau(6),
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];
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for pile in piles {
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let Some(pile_cards) = game.piles.get(&pile) else {
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continue;
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};
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let is_tableau = matches!(pile, PileType::Tableau(_));
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let base = layout.pile_positions[&pile];
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for (i, card) in pile_cards.cards.iter().enumerate().rev() {
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if !card.face_up {
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continue;
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}
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// Only the topmost card is draggable on non-tableau piles.
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if !is_tableau && i != pile_cards.cards.len() - 1 {
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continue;
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}
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let pos = tableau_or_stack_pos(game, layout, &pile, i, base, is_tableau);
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if point_in_rect(cursor, pos, layout.card_size) {
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return true;
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}
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}
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}
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false
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}
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// ---------------------------------------------------------------------------
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// #32 — Drop-target highlighting
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// ---------------------------------------------------------------------------
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/// Tints pile-marker sprites green when they are valid drag destinations,
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/// and restores the default colour when no drag is active.
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/// Markers tagged with `RightClickHighlight` are skipped during the idle reset
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/// so the right-click legal-destination highlight remains visible.
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fn update_drop_highlights(
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drag: Res<DragState>,
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game: Option<Res<GameStateResource>>,
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mut markers: Query<(&PileMarker, &mut Sprite, Option<&RightClickHighlight>)>,
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) {
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if drag.is_idle() {
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// Drag ended — restore markers that are not right-click-highlighted.
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for (_, mut sprite, rch) in &mut markers {
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if rch.is_none() {
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sprite.color = MARKER_DEFAULT;
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}
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}
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return;
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}
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let Some(game) = game else { return };
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// The first element of drag.cards is the bottom card that lands on the target.
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let Some(&bottom_id) = drag.cards.first() else { return };
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let bottom_card = game
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.0
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.piles
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.values()
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.flat_map(|p| p.cards.iter())
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.find(|c| c.id == bottom_id)
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.cloned();
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let Some(bottom_card) = bottom_card else { return };
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let drag_count = drag.cards.len();
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for (marker, mut sprite, _rch) in &mut markers {
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let valid = match &marker.0 {
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PileType::Foundation(slot) => {
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if drag_count != 1 {
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false
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} else {
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let pile = game.0.piles.get(&PileType::Foundation(*slot));
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pile.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
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}
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}
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PileType::Tableau(idx) => {
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let pile = game.0.piles.get(&PileType::Tableau(*idx));
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pile.is_some_and(|p| can_place_on_tableau(&bottom_card, p))
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}
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_ => false,
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};
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sprite.color = if valid { MARKER_VALID } else { MARKER_DEFAULT };
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}
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}
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// ---------------------------------------------------------------------------
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// Drop-target overlay sprites — render in front of cards, unlike the pile
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// markers above which sit behind the stack.
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// ---------------------------------------------------------------------------
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/// Spawns / despawns translucent overlay sprites over every legal drop
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/// target while a drag is in progress.
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///
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/// The overlay is a parent `Sprite` (the soft fill) with four child
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/// `Sprite`s (top, bottom, left, right edges) that together form the
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/// outline. A new parent is spawned whenever a target appears in the
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/// valid set; a parent is despawned (with its children) whenever its
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/// pile leaves the valid set or the drag ends.
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///
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/// Geometry mirrors `input_plugin::pile_drop_rect` exactly so the
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/// highlighted region matches the actual drop hit-box.
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fn update_drop_target_overlays(
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mut commands: Commands,
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drag: Res<DragState>,
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game: Option<Res<GameStateResource>>,
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layout: Option<Res<LayoutResource>>,
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overlays: Query<(Entity, &DropTargetOverlay)>,
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) {
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// Drag idle → despawn every existing overlay and exit.
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if drag.is_idle() {
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for (entity, _) in &overlays {
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commands.entity(entity).despawn();
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}
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return;
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}
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let (Some(game), Some(layout)) = (game, layout) else {
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return;
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};
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// Resolve the bottom card of the dragged stack — same logic as
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// `update_drop_highlights` so rules can't drift between the marker
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// tint and the overlay.
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let Some(&bottom_id) = drag.cards.first() else {
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return;
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};
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let bottom_card = game
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.0
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.piles
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.values()
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.flat_map(|p| p.cards.iter())
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.find(|c| c.id == bottom_id)
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.cloned();
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let Some(bottom_card) = bottom_card else {
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return;
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};
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let drag_count = drag.cards.len();
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// Iterate the same pile list as `update_drop_highlights`. Stock and
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// Waste are excluded because they are never legal drop targets.
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let candidates = [
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PileType::Foundation(0),
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PileType::Foundation(1),
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PileType::Foundation(2),
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PileType::Foundation(3),
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PileType::Tableau(0),
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PileType::Tableau(1),
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PileType::Tableau(2),
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PileType::Tableau(3),
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PileType::Tableau(4),
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PileType::Tableau(5),
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PileType::Tableau(6),
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];
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// Compute the new set of valid piles for this frame.
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let mut valid: Vec<PileType> = Vec::new();
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for pile in &candidates {
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let is_valid = match pile {
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PileType::Foundation(_) => {
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if drag_count != 1 {
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false
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} else {
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game.0
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.piles
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.get(pile)
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.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
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}
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}
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PileType::Tableau(_) => game
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.0
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.piles
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.get(pile)
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.is_some_and(|p| can_place_on_tableau(&bottom_card, p)),
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_ => false,
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};
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// Don't highlight the origin pile — dropping onto the source is
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// a no-op.
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if is_valid && drag.origin_pile.as_ref() != Some(pile) {
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valid.push(pile.clone());
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}
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}
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// Despawn overlays whose pile is no longer valid.
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for (entity, marker) in &overlays {
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if !valid.contains(&marker.0) {
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commands.entity(entity).despawn();
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}
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}
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// Spawn overlays for piles that are now valid but don't yet have one.
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let already_overlaid: Vec<PileType> = overlays
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.iter()
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.map(|(_, m)| m.0.clone())
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.filter(|p| valid.contains(p))
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.collect();
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for pile in valid {
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if already_overlaid.contains(&pile) {
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continue;
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}
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spawn_drop_target_overlay(&mut commands, &pile, &layout.0, &game.0);
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}
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}
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/// Computes the `(centre, size)` of the drop-target overlay for a pile.
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///
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/// Mirrors `input_plugin::pile_drop_rect` — for tableau columns with two
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/// or more cards the rectangle extends downward to cover the full fan;
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/// for everything else it is card-sized. Replicated here rather than
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/// imported because `pile_drop_rect` is private to `input_plugin` and
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/// this overlay is the only other consumer.
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fn drop_overlay_rect(pile: &PileType, layout: &Layout, game: &GameState) -> (Vec2, Vec2) {
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let centre = layout.pile_positions[pile];
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if matches!(pile, PileType::Tableau(_)) {
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let card_count = game.piles.get(pile).map_or(0, |p| p.cards.len());
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if card_count > 1 {
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let fan = -layout.card_size.y * TABLEAU_FAN_FRAC;
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let bottom_card_centre_y = centre.y + fan * (card_count - 1) as f32;
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let top_edge = centre.y + layout.card_size.y / 2.0;
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let bottom_edge = bottom_card_centre_y - layout.card_size.y / 2.0;
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let span_height = top_edge - bottom_edge;
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let new_centre_y = (top_edge + bottom_edge) / 2.0;
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return (
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Vec2::new(centre.x, new_centre_y),
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Vec2::new(layout.card_size.x, span_height),
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);
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}
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}
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(centre, layout.card_size)
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}
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/// Spawns one overlay parent (fill) plus four edge sprites (outline) at
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/// the appropriate world position for `pile`.
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fn spawn_drop_target_overlay(
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commands: &mut Commands,
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pile: &PileType,
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layout: &Layout,
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game: &GameState,
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) {
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let (centre, size) = drop_overlay_rect(pile, layout, game);
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let edge = DROP_TARGET_OUTLINE_PX;
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commands
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.spawn((
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Sprite {
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color: DROP_TARGET_FILL,
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custom_size: Some(size),
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..default()
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},
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Transform::from_xyz(centre.x, centre.y, Z_DROP_OVERLAY),
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DropTargetOverlay(pile.clone()),
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))
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.with_children(|parent| {
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// Top edge.
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parent.spawn((
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Sprite {
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color: DROP_TARGET_OUTLINE,
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custom_size: Some(Vec2::new(size.x, edge)),
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..default()
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},
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Transform::from_xyz(0.0, size.y / 2.0 - edge / 2.0, 0.01),
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));
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// Bottom edge.
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parent.spawn((
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Sprite {
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color: DROP_TARGET_OUTLINE,
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custom_size: Some(Vec2::new(size.x, edge)),
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..default()
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},
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Transform::from_xyz(0.0, -size.y / 2.0 + edge / 2.0, 0.01),
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));
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// Left edge.
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parent.spawn((
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Sprite {
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color: DROP_TARGET_OUTLINE,
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custom_size: Some(Vec2::new(edge, size.y)),
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..default()
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},
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Transform::from_xyz(-size.x / 2.0 + edge / 2.0, 0.0, 0.01),
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));
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// Right edge.
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parent.spawn((
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Sprite {
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color: DROP_TARGET_OUTLINE,
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custom_size: Some(Vec2::new(edge, size.y)),
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..default()
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},
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Transform::from_xyz(size.x / 2.0 - edge / 2.0, 0.0, 0.01),
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));
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});
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}
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// ---------------------------------------------------------------------------
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// Shared helpers
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// ---------------------------------------------------------------------------
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fn tableau_or_stack_pos(
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game: &GameState,
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layout: &Layout,
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pile: &PileType,
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index: usize,
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base: Vec2,
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is_tableau: bool,
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) -> Vec2 {
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if is_tableau {
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Vec2::new(
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base.x,
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base.y - layout.card_size.y * TABLEAU_FAN_FRAC * (index as f32),
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)
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} else if matches!(pile, PileType::Waste) && game.draw_mode == DrawMode::DrawThree {
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let pile_len = game.piles.get(pile).map_or(0, |p| p.cards.len());
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let visible_start = pile_len.saturating_sub(3);
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let slot = index.saturating_sub(visible_start) as f32;
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Vec2::new(base.x + slot * layout.card_size.x * 0.28, base.y)
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} else {
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base
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}
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}
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fn point_in_rect(point: Vec2, center: Vec2, size: Vec2) -> bool {
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let half = size / 2.0;
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point.x >= center.x - half.x
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&& point.x <= center.x + half.x
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&& point.y >= center.y - half.y
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&& point.y <= center.y + half.y
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}
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|
|
#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn point_in_rect_center_is_inside() {
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assert!(point_in_rect(Vec2::ZERO, Vec2::ZERO, Vec2::new(10.0, 10.0)));
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}
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|
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#[test]
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fn point_in_rect_edge_is_inside() {
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assert!(point_in_rect(
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Vec2::new(5.0, 5.0),
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Vec2::ZERO,
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Vec2::new(10.0, 10.0)
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));
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}
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#[test]
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fn point_in_rect_outside() {
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|
assert!(!point_in_rect(
|
|
Vec2::new(6.0, 0.0),
|
|
Vec2::ZERO,
|
|
Vec2::new(10.0, 10.0)
|
|
));
|
|
}
|
|
|
|
#[test]
|
|
fn marker_valid_and_default_colours_are_distinct() {
|
|
// Regression guard — ensure these constants haven't been accidentally
|
|
// set to the same value.
|
|
assert_ne!(
|
|
format!("{MARKER_VALID:?}"),
|
|
format!("{MARKER_DEFAULT:?}")
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn cursor_over_draggable_returns_false_for_empty_game() {
|
|
use solitaire_core::game_state::{DrawMode, GameState};
|
|
use crate::layout::compute_layout;
|
|
|
|
let game = GameState::new(42, DrawMode::DrawOne);
|
|
let layout = compute_layout(Vec2::new(1280.0, 800.0));
|
|
// A cursor far off-screen should never hit anything.
|
|
assert!(!cursor_over_draggable(Vec2::new(-9999.0, -9999.0), &game, &layout));
|
|
}
|
|
|
|
// -----------------------------------------------------------------------
|
|
// Drop-target overlay tests
|
|
// -----------------------------------------------------------------------
|
|
|
|
use crate::layout::compute_layout;
|
|
use solitaire_core::card::{Card, Rank, Suit};
|
|
use solitaire_core::game_state::{DrawMode, GameMode, GameState};
|
|
|
|
/// Builds an `App` with `MinimalPlugins` and the overlay system
|
|
/// registered, plus the resources the system needs. Callers
|
|
/// customise `GameStateResource` and `DragState` after construction.
|
|
fn overlay_test_app(game: GameState) -> App {
|
|
let mut app = App::new();
|
|
app.add_plugins(MinimalPlugins)
|
|
.insert_resource(GameStateResource(game))
|
|
.insert_resource(LayoutResource(compute_layout(Vec2::new(1280.0, 800.0))))
|
|
.insert_resource(DragState::default())
|
|
.add_systems(Update, update_drop_target_overlays);
|
|
app
|
|
}
|
|
|
|
/// Replaces the top card of a tableau pile with a fresh face-up
|
|
/// card. Used to make a specific tableau column accept a chosen
|
|
/// drag stack.
|
|
fn set_tableau_top(game: &mut GameState, idx: usize, card: Card) {
|
|
let pile = game
|
|
.piles
|
|
.get_mut(&PileType::Tableau(idx))
|
|
.expect("tableau pile exists");
|
|
pile.cards.clear();
|
|
pile.cards.push(card);
|
|
}
|
|
|
|
/// Inserts a single face-up dragged card into the waste pile and
|
|
/// configures `DragState` so the overlay system treats it as the
|
|
/// active drag.
|
|
fn begin_drag_with(app: &mut App, dragged: Card) {
|
|
// Place the dragged card on the waste pile (origin).
|
|
{
|
|
let mut game = app.world_mut().resource_mut::<GameStateResource>();
|
|
let waste = game
|
|
.0
|
|
.piles
|
|
.get_mut(&PileType::Waste)
|
|
.expect("waste pile exists");
|
|
waste.cards.clear();
|
|
waste.cards.push(dragged.clone());
|
|
}
|
|
let mut drag = app.world_mut().resource_mut::<DragState>();
|
|
drag.cards = vec![dragged.id];
|
|
drag.origin_pile = Some(PileType::Waste);
|
|
drag.committed = true;
|
|
}
|
|
|
|
#[test]
|
|
fn drop_target_overlay_spawns_for_valid_tableau_during_drag() {
|
|
// 5 of Hearts (red, rank 5) on top of Tableau(2)'s 6 of Spades
|
|
// (black, rank 6) — alternating colour, one rank lower → legal.
|
|
let mut game = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Classic);
|
|
set_tableau_top(
|
|
&mut game,
|
|
2,
|
|
Card { id: 9001, suit: Suit::Spades, rank: Rank::Six, face_up: true },
|
|
);
|
|
let dragged = Card { id: 9002, suit: Suit::Hearts, rank: Rank::Five, face_up: true };
|
|
|
|
let mut app = overlay_test_app(game);
|
|
begin_drag_with(&mut app, dragged);
|
|
|
|
app.update();
|
|
|
|
let overlays: Vec<PileType> = app
|
|
.world_mut()
|
|
.query::<&DropTargetOverlay>()
|
|
.iter(app.world())
|
|
.map(|o| o.0.clone())
|
|
.collect();
|
|
assert!(
|
|
overlays.contains(&PileType::Tableau(2)),
|
|
"expected Tableau(2) to be highlighted as a legal drop target, got {overlays:?}"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn drop_target_overlay_does_not_spawn_for_invalid_destination() {
|
|
// 5 of Spades (black) onto Tableau(2)'s 6 of Clubs (also black)
|
|
// — same colour family, illegal. Tableau(2) must NOT be
|
|
// highlighted.
|
|
let mut game = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Classic);
|
|
set_tableau_top(
|
|
&mut game,
|
|
2,
|
|
Card { id: 9101, suit: Suit::Clubs, rank: Rank::Six, face_up: true },
|
|
);
|
|
let dragged = Card { id: 9102, suit: Suit::Spades, rank: Rank::Five, face_up: true };
|
|
|
|
let mut app = overlay_test_app(game);
|
|
begin_drag_with(&mut app, dragged);
|
|
|
|
app.update();
|
|
|
|
let overlays: Vec<PileType> = app
|
|
.world_mut()
|
|
.query::<&DropTargetOverlay>()
|
|
.iter(app.world())
|
|
.map(|o| o.0.clone())
|
|
.collect();
|
|
assert!(
|
|
!overlays.contains(&PileType::Tableau(2)),
|
|
"Tableau(2) must not be highlighted for an illegal drop, got {overlays:?}"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn drop_target_overlays_despawn_on_drag_end() {
|
|
// Set up a scenario that produces at least one valid overlay,
|
|
// confirm it spawns, then clear the drag and confirm every
|
|
// overlay is despawned.
|
|
let mut game = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Classic);
|
|
set_tableau_top(
|
|
&mut game,
|
|
2,
|
|
Card { id: 9201, suit: Suit::Spades, rank: Rank::Six, face_up: true },
|
|
);
|
|
let dragged = Card { id: 9202, suit: Suit::Hearts, rank: Rank::Five, face_up: true };
|
|
|
|
let mut app = overlay_test_app(game);
|
|
begin_drag_with(&mut app, dragged);
|
|
app.update();
|
|
|
|
let count_during_drag = app
|
|
.world_mut()
|
|
.query::<&DropTargetOverlay>()
|
|
.iter(app.world())
|
|
.count();
|
|
assert!(
|
|
count_during_drag >= 1,
|
|
"expected ≥1 overlay during drag, got {count_during_drag}"
|
|
);
|
|
|
|
// End the drag — every overlay should despawn next frame.
|
|
app.world_mut().resource_mut::<DragState>().clear();
|
|
app.update();
|
|
|
|
let count_after_drag = app
|
|
.world_mut()
|
|
.query::<&DropTargetOverlay>()
|
|
.iter(app.world())
|
|
.count();
|
|
assert_eq!(
|
|
count_after_drag, 0,
|
|
"all overlays must despawn when the drag ends"
|
|
);
|
|
}
|
|
}
|