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Ferrous-Solitaire/solitaire_engine/src/settings_plugin.rs
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funman300 76cf41e7a9
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fix(ui): open sync-setup modal when Connect clicked from Settings
The sync-setup modal was silently blocked by its own guard:
other_modal_scrims checks for any ModalScrim without SyncSetupScreen,
but the Settings panel IS a ModalScrim, so clicking Connect from within
Settings always hit the guard and returned early.

Two fixes:
- handle_sync_buttons: set SettingsScreen.0 = false when ConnectSync
  is pressed so settings closes as the event is fired
- open_sync_setup_modal: exclude SettingsPanel from other_modal_scrims
  to handle the deferred-despawn timing window (settings scrim entity
  still exists in the world until command buffers flush at frame end)
- Make SettingsPanel pub so sync_setup_plugin can reference it

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:32:14 -07:00

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//! Persists `solitaire_data::Settings`, exposes hotkeys for live tuning,
//! and renders a Bevy UI Settings panel.
//!
//! Hotkeys (always active, no overlay required):
//! - `[` — decrease SFX volume by `SFX_STEP`
//! - `]` — increase SFX volume by `SFX_STEP`
//! - `O` — open / close the Settings panel
//!
//! On change, the plugin persists `settings.json` and fires
//! `SettingsChangedEvent` so dependents (e.g. `AudioPlugin`) can react.
use std::path::PathBuf;
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::prelude::*;
use bevy::ui::{ComputedNode, UiGlobalTransform};
use bevy::window::{WindowMoved, WindowResized};
use solitaire_core::game_state::DrawMode;
use solitaire_data::{
load_settings_from, save_settings_to, settings_file_path, settings::Theme, AnimSpeed, Settings,
WindowGeometry, REPLAY_MOVE_INTERVAL_STEP_SECS, TIME_BONUS_MULTIPLIER_STEP,
TOOLTIP_DELAY_STEP_SECS,
};
use solitaire_data::settings::SyncBackend;
use crate::events::{
DeleteAccountRequestEvent, InfoToastEvent, ManualSyncRequestEvent, SyncConfigureRequestEvent,
SyncLogoutRequestEvent, ToggleSettingsRequestEvent,
};
use crate::font_plugin::FontResource;
use crate::progress_plugin::ProgressResource;
use crate::resources::{SettingsScrollPos, SyncStatus, SyncStatusResource};
use crate::assets::user_theme_dir;
use crate::theme::{import_theme, ImportError, ThemeThumbnailCache, ThemeThumbnailPair, refresh_registry};
use crate::ui_focus::{FocusGroup, FocusRow, Focusable, FocusedButton};
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
ModalButton, ModalScrim,
};
use crate::ui_tooltip::Tooltip;
use crate::ui_theme::{
BG_BASE, BG_ELEVATED, BG_ELEVATED_HI, BORDER_SUBTLE, BORDER_SUBTLE_HC, HighContrastBackground,
HighContrastBorder,
RADIUS_SM, SPACE_2, STATE_SUCCESS, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG,
TYPE_CAPTION, VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL,
};
/// Side length of a swatch button in the card-back / background pickers.
/// Smaller than the smallest spacing rung so it stays a literal.
const SWATCH_PX: f32 = 40.0;
/// Side length of a small toggle / cycle button (e.g. the "⇄" affordances).
/// Sub-rung sizing — kept as a literal, see SWATCH_PX. 32 px meets the
/// minimum desktop hit-target threshold while staying smaller than `SWATCH_PX`.
const ICON_BUTTON_PX: f32 = 32.0;
/// Volume adjustment step applied by the `[` / `]` hotkeys.
pub const SFX_STEP: f32 = 0.1;
/// Bevy resource wrapping the current `Settings`.
#[derive(Resource, Debug, Clone)]
pub struct SettingsResource(pub Settings);
/// Persistence path for `SettingsResource`. `None` disables I/O (used in tests).
#[derive(Resource, Debug, Clone)]
pub struct SettingsStoragePath(pub Option<PathBuf>);
/// Whether the Settings panel is currently visible. Toggle with `O`.
#[derive(Resource, Debug, Clone, Default)]
pub struct SettingsScreen(pub bool);
/// Debounce window for persisting window-geometry changes, in seconds.
///
/// `WindowResized` and `WindowMoved` fire continuously during a resize/
/// move drag, so writing to disk on every event would thrash the file
/// system. Instead the geometry-watch system records the pending value
/// and waits this long after the *last* event before saving.
pub const WINDOW_GEOMETRY_DEBOUNCE_SECS: f32 = 0.5;
/// Tracks a pending window-geometry change so the saver can debounce
/// `WindowResized` / `WindowMoved` storms during a resize / move drag.
#[derive(Resource, Debug, Default, Clone, Copy)]
pub struct PendingWindowGeometry {
/// Most recent observed geometry. `None` when nothing is pending.
pub geometry: Option<WindowGeometry>,
/// `Time::elapsed_secs()` value at which `geometry` was last updated.
pub last_changed_secs: f32,
}
/// Fired whenever settings change so consumers (audio, UI) can react.
#[derive(Message, Debug, Clone)]
pub struct SettingsChangedEvent(pub Settings);
/// Marker on the root Settings panel entity.
#[derive(Component, Debug)]
pub struct SettingsPanel;
/// Marks the `Text` node showing the live SFX volume value.
#[derive(Component, Debug)]
struct SfxVolumeText;
/// Marks the `Text` node showing the live music volume value.
#[derive(Component, Debug)]
struct MusicVolumeText;
/// Marks the `Text` node showing the current draw mode.
#[derive(Component, Debug)]
struct DrawModeText;
/// Marks the `Text` node showing the current theme.
#[derive(Component, Debug)]
struct ThemeText;
/// Marks the `Text` node showing the live sync status.
#[derive(Component, Debug)]
struct SyncStatusText;
/// Marks the `Text` node showing the active card-back index.
#[derive(Component, Debug)]
struct CardBackText;
/// Marks the `Text` node showing the current animation speed.
#[derive(Component, Debug)]
struct AnimSpeedText;
/// Marks the `Text` node showing the active background index.
#[derive(Component, Debug)]
struct BackgroundText;
/// Marks the `Text` node showing the current color-blind mode state.
#[derive(Component, Debug)]
struct ColorBlindText;
/// Marks the `Text` node showing the current high-contrast mode state.
#[derive(Component, Debug)]
struct HighContrastText;
/// Marks the `Text` node showing the current reduce-motion mode state.
#[derive(Component, Debug)]
struct ReduceMotionText;
/// Marks the `Text` node showing the live tooltip-delay value.
#[derive(Component, Debug)]
struct TooltipDelayText;
/// Marks the `Text` node showing the live time-bonus-multiplier value.
#[derive(Component, Debug)]
struct TimeBonusMultiplierText;
/// Marks the `Text` node showing the live replay-playback per-move
/// interval value. The Gameplay-section row beside this label lets the
/// player tune `Settings::replay_move_interval_secs`.
#[derive(Component, Debug)]
struct ReplayMoveIntervalText;
/// Marks the `Text` node showing the current "Winnable deals only"
/// state ("ON" / "OFF") in the Gameplay section.
#[derive(Component, Debug)]
struct WinnableDealsOnlyText;
/// Marks the `Text` node showing the current "Smart window size"
/// state ("ON" / "OFF") in the Gameplay section. The flag is stored
/// negatively in `Settings::disable_smart_default_size`, so the
/// label inverts: "ON" = smart sizing enabled (the default).
#[derive(Component, Debug)]
struct SmartDefaultSizeText;
/// Marks the `Text` node showing the current "Share usage data" (analytics)
/// state ("ON" / "OFF") in the Privacy section.
#[derive(Component, Debug)]
struct AnalyticsEnabledText;
/// Marks the scrollable inner card so the mouse-wheel system can target it.
#[derive(Component, Debug)]
struct SettingsPanelScrollable;
/// Marks the scrollable inner card so its `ScrollPosition` can be read before despawn.
#[derive(Component, Debug)]
struct SettingsScrollNode;
/// Snapshot row used by [`spawn_settings_panel`] to render the card-art
/// theme picker. Carries the `ThemeRegistry` entry's display fields plus
/// the (optional) thumbnail pair from [`ThemeThumbnailCache`]. A `None`
/// thumbnail means the picker should render a placeholder swatch — used
/// when the cache hasn't generated handles yet, or when a user theme
/// is missing one of the required preview SVGs.
#[derive(Debug, Clone)]
struct ThemePickerEntry {
/// Stable theme id (matches `ThemeMeta::id`).
id: String,
/// Player-facing label.
display_name: String,
/// Pre-generated picker preview pair, when ready. `None` collapses
/// the chip to its plain-text fallback.
thumbnails: Option<ThemeThumbnailPair>,
}
/// Tags interactive buttons inside the Settings panel.
#[derive(Component, Debug)]
enum SettingsButton {
SfxDown,
SfxUp,
MusicDown,
MusicUp,
ToggleDrawMode,
CycleAnimSpeed,
/// Decrement the tooltip-hover dwell delay by one step.
TooltipDelayDown,
/// Increment the tooltip-hover dwell delay by one step.
TooltipDelayUp,
/// Decrement the cosmetic time-bonus multiplier by one step.
TimeBonusDown,
/// Increment the cosmetic time-bonus multiplier by one step.
TimeBonusUp,
/// Decrement the replay-playback per-move interval by one step
/// (i.e. speed playback up).
ReplayMoveIntervalDown,
/// Increment the replay-playback per-move interval by one step
/// (i.e. slow playback down).
ReplayMoveIntervalUp,
ToggleTheme,
ToggleColorBlind,
/// Toggle the [`Settings::high_contrast_mode`] flag — boosts
/// foreground / suit-red glyphs to higher-luminance variants per
/// `design-system.md` §Accessibility (#2).
ToggleHighContrast,
/// Toggle the [`Settings::reduce_motion_mode`] flag — suppresses
/// non-essential motion (card-slide animations become instant
/// snaps) per `design-system.md` §Accessibility (#3).
ToggleReduceMotion,
/// Toggle the [`Settings::winnable_deals_only`] flag. When on, new
/// random Classic-mode deals are filtered through
/// [`solitaire_core::solver::try_solve`] until one is provably
/// winnable (or the retry cap is hit). Off by default.
ToggleWinnableDealsOnly,
/// Toggle the inverse of [`Settings::disable_smart_default_size`].
/// When the visible label reads "ON", the launch-time window
/// sizer scales the window to ~70 % of the primary monitor on a
/// fresh install; "OFF" pins the literal 1280×800 baseline. The
/// flag only affects launches without saved geometry — the
/// player's last window size always wins.
ToggleSmartDefaultSize,
/// Toggle [`Settings::analytics_enabled`]. Only rendered when a
/// sync server is configured — there is no server to send to in
/// local-only mode.
ToggleAnalytics,
/// Scan `user_theme_dir()` for new `.zip` files and import each one.
ScanThemes,
SyncNow,
/// Open the sync-server Connect modal (shown when backend = Local).
ConnectSync,
/// Disconnect from the sync server (shown when backend = SolitaireServer).
DisconnectSync,
/// Open the account-deletion confirmation modal.
DeleteAccount,
Done,
/// Select a specific card-back by index from the picker row.
SelectCardBack(usize),
/// Select a specific background by index from the picker row.
SelectBackground(usize),
/// Select a specific card-art theme by `meta.id` from the
/// `ThemeRegistry`. The string is owned so the click handler can
/// hand it directly to `Settings::selected_theme_id`.
SelectTheme(String),
}
impl SettingsButton {
/// Tab-walk priority — lower numbers visited first. Visual reading
/// order is top-to-bottom by section, left-to-right inside each row.
/// Two buttons in the same picker row receive the same `order`;
/// `handle_focus_keys` then breaks ties by entity index, which
/// matches `Children` spawn order inside each row.
fn focus_order(&self) -> i32 {
match self {
// Audio section
SettingsButton::SfxDown => 10,
SettingsButton::SfxUp => 11,
SettingsButton::MusicDown => 20,
SettingsButton::MusicUp => 21,
// Gameplay section
SettingsButton::ToggleDrawMode => 30,
SettingsButton::ToggleWinnableDealsOnly => 35,
SettingsButton::CycleAnimSpeed => 40,
SettingsButton::TooltipDelayDown => 45,
SettingsButton::TooltipDelayUp => 46,
SettingsButton::TimeBonusDown => 47,
SettingsButton::TimeBonusUp => 48,
// Replay-speed slider — last Gameplay-section row, so it
// sits between TimeBonusUp (48) and the Cosmetic section.
SettingsButton::ReplayMoveIntervalDown => 49,
SettingsButton::ReplayMoveIntervalUp => 49,
// Smart-default-size toggle — sits at the end of Gameplay.
SettingsButton::ToggleSmartDefaultSize => 50,
// Privacy section — just before Sync.
SettingsButton::ToggleAnalytics => 89,
// Cosmetic section
SettingsButton::ToggleTheme => 55,
SettingsButton::ToggleColorBlind => 60,
// Accessibility-section toggles sit alongside Color-blind so
// tab-walk visits all three a11y flags in the same vertical
// run before continuing to the picker rows.
SettingsButton::ToggleHighContrast => 61,
SettingsButton::ToggleReduceMotion => 62,
// Picker rows — every swatch in a row shares the row's
// priority so entity-index tiebreaking yields left → right.
SettingsButton::SelectCardBack(_) => 70,
SettingsButton::SelectBackground(_) => 80,
SettingsButton::SelectTheme(_) => 85,
SettingsButton::ScanThemes => 86,
// Sync section
SettingsButton::SyncNow => 90,
SettingsButton::ConnectSync => 91,
SettingsButton::DisconnectSync => 92,
SettingsButton::DeleteAccount => 93,
// Done is tagged by `attach_focusable_to_modal_buttons` and
// never reaches `attach_focusable_to_settings_buttons`; the
// value here is only a fallback for completeness.
SettingsButton::Done => 100,
}
}
}
/// Plugin that owns the settings lifecycle.
pub struct SettingsPlugin {
/// Path to `settings.json`. `None` in headless/test mode.
pub storage_path: Option<PathBuf>,
/// When `false`, panel spawn/despawn systems are not registered.
/// Use [`SettingsPlugin::headless`] for tests running under `MinimalPlugins`.
pub ui_enabled: bool,
}
impl Default for SettingsPlugin {
fn default() -> Self {
Self {
storage_path: settings_file_path(),
ui_enabled: true,
}
}
}
impl SettingsPlugin {
/// No persistence, no UI — safe to use under `MinimalPlugins` in tests.
pub fn headless() -> Self {
Self {
storage_path: None,
ui_enabled: false,
}
}
}
impl Plugin for SettingsPlugin {
fn build(&self, app: &mut App) {
let loaded = match &self.storage_path {
Some(path) => load_settings_from(path),
None => Settings::default(),
};
app.insert_resource(SettingsResource(loaded))
.insert_resource(SettingsStoragePath(self.storage_path.clone()))
.init_resource::<SettingsScreen>()
.init_resource::<SettingsScrollPos>()
.init_resource::<PendingWindowGeometry>()
.add_message::<SettingsChangedEvent>()
.add_message::<ManualSyncRequestEvent>()
.add_message::<SyncConfigureRequestEvent>()
.add_message::<SyncLogoutRequestEvent>()
.add_message::<DeleteAccountRequestEvent>()
.add_message::<ToggleSettingsRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<bevy::input::mouse::MouseWheel>()
.add_message::<bevy::input::touch::TouchInput>()
// `WindowResized` / `WindowMoved` are real Bevy window events
// and emitted by the windowing backend under `DefaultPlugins`,
// but we register them explicitly here so the geometry watcher
// also runs cleanly under `MinimalPlugins` (tests).
.add_message::<WindowResized>()
.add_message::<WindowMoved>()
.add_systems(
Update,
(
handle_volume_keys,
toggle_settings_screen,
scroll_settings_panel,
crate::ui_modal::touch_scroll_panel::<SettingsPanelScrollable>,
record_window_geometry_changes,
persist_window_geometry_after_debounce,
),
);
if self.ui_enabled {
app.add_systems(
Update,
(
sync_settings_panel_visibility,
handle_settings_buttons,
handle_sync_buttons,
handle_scan_themes,
update_sync_status_text,
update_card_back_text,
update_background_text,
update_anim_speed_text,
update_color_blind_text,
update_high_contrast_text,
update_high_contrast_borders
.run_if(resource_changed::<SettingsResource>),
update_high_contrast_backgrounds
.run_if(resource_changed::<SettingsResource>),
update_reduce_motion_text,
update_tooltip_delay_text,
update_time_bonus_multiplier_text,
update_replay_move_interval_text,
update_winnable_deals_only_text,
update_smart_default_size_text,
update_analytics_enabled_text,
attach_focusable_to_settings_buttons,
),
);
app.add_systems(Update, scroll_focus_into_view);
}
}
}
// ---------------------------------------------------------------------------
// Internal helpers
// ---------------------------------------------------------------------------
fn persist(path: &SettingsStoragePath, settings: &Settings) {
let Some(target) = &path.0 else { return };
if let Err(e) = save_settings_to(target, settings) {
warn!("failed to save settings: {e}");
}
}
/// Pure helper: returns `true` when a pending geometry change has sat
/// quietly long enough to flush to disk.
///
/// Extracted so the debounce condition can be unit-tested without
/// spinning up a Bevy app.
fn should_persist_geometry(now_secs: f32, last_changed_secs: f32) -> bool {
(now_secs - last_changed_secs) >= WINDOW_GEOMETRY_DEBOUNCE_SECS
}
/// Returns the geometry implied by an event pair `(width, height, x, y)`,
/// using each component from `existing` when the corresponding event-derived
/// value is `None`. Returns `None` when neither side supplies width/height.
///
/// Pure helper so the merge logic can be unit-tested without an `App`.
fn merge_geometry(
existing: Option<WindowGeometry>,
new_size: Option<(u32, u32)>,
new_pos: Option<(i32, i32)>,
) -> Option<WindowGeometry> {
let (width, height) = new_size.or_else(|| existing.map(|g| (g.width, g.height)))?;
let (x, y) = new_pos
.or_else(|| existing.map(|g| (g.x, g.y)))
.unwrap_or((0, 0));
Some(WindowGeometry { width, height, x, y })
}
// ---------------------------------------------------------------------------
// Systems
// ---------------------------------------------------------------------------
fn handle_volume_keys(
keys: Res<ButtonInput<KeyCode>>,
mut settings: ResMut<SettingsResource>,
path: Res<SettingsStoragePath>,
mut changed: MessageWriter<SettingsChangedEvent>,
mut toast: MessageWriter<InfoToastEvent>,
) {
let mut delta = 0.0_f32;
if keys.just_pressed(KeyCode::BracketLeft) {
delta -= SFX_STEP;
}
if keys.just_pressed(KeyCode::BracketRight) {
delta += SFX_STEP;
}
if delta == 0.0 {
return;
}
let before = settings.0.sfx_volume;
let after = settings.0.adjust_sfx_volume(delta);
if (before - after).abs() < f32::EPSILON {
return;
}
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
toast.write(InfoToastEvent(format!(
"SFX volume: {}%",
(after * 100.0).round() as i32
)));
}
/// Opens or closes the Settings panel — `O` keyboard accelerator or
/// `ToggleSettingsRequestEvent` from the HUD Menu popover.
fn toggle_settings_screen(
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<ToggleSettingsRequestEvent>,
mut screen: ResMut<SettingsScreen>,
) {
let button_clicked = requests.read().count() > 0;
if keys.just_pressed(KeyCode::KeyO) || button_clicked {
screen.0 = !screen.0;
}
}
/// Spawns the Settings panel when `SettingsScreen` becomes `true`;
/// despawns it when it becomes `false`.
#[allow(clippy::too_many_arguments)]
fn sync_settings_panel_visibility(
screen: Res<SettingsScreen>,
panels: Query<Entity, With<SettingsPanel>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<SettingsPanel>)>,
scroll_nodes: Query<&ScrollPosition, With<SettingsScrollNode>>,
mut scroll_pos: ResMut<SettingsScrollPos>,
mut commands: Commands,
settings: Res<SettingsResource>,
sync_status: Option<Res<SyncStatusResource>>,
progress: Option<Res<ProgressResource>>,
font_res: Option<Res<FontResource>>,
theme_registry: Option<Res<crate::theme::ThemeRegistry>>,
theme_thumbs: Option<Res<ThemeThumbnailCache>>,
card_images: Option<Res<crate::card_plugin::CardImageSet>>,
) {
if !screen.is_changed() {
return;
}
if screen.0 {
if panels.is_empty() && other_modal_scrims.is_empty() {
let status_label = sync_status
.map_or_else(|| "Status: local only".to_string(), |s| sync_status_label(&s.0));
let unlocked_backs = progress
.as_ref()
.map_or(&[0][..], |p| p.0.unlocked_card_backs.as_slice());
let unlocked_bgs = progress
.as_ref()
.map_or(&[0][..], |p| p.0.unlocked_backgrounds.as_slice());
// Snapshot themes by id, display_name and (optional)
// thumbnail pair so spawn_settings_panel doesn't have to
// know about the registry / cache shapes. Empty when
// ThemeRegistryPlugin isn't installed (tests under
// MinimalPlugins) — the picker row simply won't render.
// Missing thumbnails (cache not ready, or partial user
// theme) leave `thumbnails: None` so the chip renders its
// plain-text fallback instead of a broken sprite.
let themes: Vec<ThemePickerEntry> = theme_registry
.as_deref()
.map(|r| {
r.iter()
.map(|e| ThemePickerEntry {
id: e.id.clone(),
display_name: e.display_name.clone(),
thumbnails: theme_thumbs
.as_deref()
.and_then(|c| c.get(&e.id))
.filter(|p| p.is_fully_populated())
.cloned(),
})
.collect()
})
.unwrap_or_default();
// The active card-art theme can supply its own back image —
// see `card_plugin::CardImageSet::theme_back`. When that is
// populated the legacy "Card Back" picker has no visible
// effect, so we render it muted with an explanatory caption
// rather than letting the player click swatches that do
// nothing. Absent under `MinimalPlugins`; treated as
// "no override" in that case.
let theme_overrides_back = card_images
.as_ref()
.is_some_and(|cs| cs.theme_back.is_some());
spawn_settings_panel(
&mut commands,
&settings.0,
&status_label,
unlocked_backs,
unlocked_bgs,
&themes,
scroll_pos.0,
font_res.as_deref(),
theme_overrides_back,
);
}
} else {
// Save the current scroll offset before despawning the panel.
if let Ok(sp) = scroll_nodes.single() {
scroll_pos.0 = sp.0.y;
}
for entity in &panels {
commands.entity(entity).despawn();
}
}
}
/// Returns the next unlocked index after `current` in the sorted `unlocked` list.
/// Wraps around. Falls back to `unlocked[0]` if `current` is not found.
#[cfg(test)]
fn cycle_unlocked(unlocked: &[usize], current: usize) -> usize {
if unlocked.is_empty() {
return 0;
}
let pos = unlocked.iter().position(|&i| i == current).unwrap_or(0);
unlocked[(pos + 1) % unlocked.len()]
}
/// Keeps the sync-status text node current while the panel is open.
fn update_sync_status_text(
sync_status: Option<Res<SyncStatusResource>>,
mut text_nodes: Query<&mut Text, With<SyncStatusText>>,
) {
let Some(status) = sync_status else {
return;
};
if !status.is_changed() {
return;
}
let label = sync_status_label(&status.0);
for mut text in &mut text_nodes {
**text = label.clone();
}
}
fn update_card_back_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<CardBackText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = card_back_label(settings.0.selected_card_back);
}
}
fn update_background_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<BackgroundText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = background_label(settings.0.selected_background);
}
}
fn update_anim_speed_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<AnimSpeedText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = anim_speed_label(&settings.0.animation_speed);
}
}
fn update_color_blind_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<ColorBlindText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = color_blind_label(settings.0.color_blind_mode);
}
}
fn update_high_contrast_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<HighContrastText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = on_off_label(settings.0.high_contrast_mode);
}
}
/// Repaints `BorderColor` on every entity tagged with
/// [`HighContrastBorder`] based on `Settings::high_contrast_mode`.
/// Off → the marker's `default_color`; on → `BORDER_SUBTLE_HC`
/// (`#a0a0a0`). Compares against the current border colour and
/// only mutates when different so Bevy's change-detection
/// doesn't trigger repaints every frame.
///
/// Spec at `design-system.md` §Accessibility (#2): under HC,
/// outlines boost from `#505050` (BORDER_STRONG) to `#a0a0a0` so
/// modal panels, popover edges, and focus-ring carriers stay
/// legible on low-quality displays / for low-vision users.
///
/// Tagged sites in v0.21.x: the modal scaffold's card border
/// (`ui_modal::spawn_modal`). More sites can be tagged in
/// follow-ups by adding `HighContrastBorder::with_default(...)`
/// to their spawn tuple.
fn update_high_contrast_borders(
settings: Res<SettingsResource>,
mut borders: Query<(&HighContrastBorder, &mut BorderColor)>,
) {
let high_contrast = settings.0.high_contrast_mode;
for (marker, mut border) in borders.iter_mut() {
let target = if high_contrast {
BORDER_SUBTLE_HC
} else {
marker.default_color
};
// Only mutate when actually different — avoids per-frame
// change-detection churn. `border.left` is representative
// because every tagged site uses `BorderColor::all(...)`.
if border.left != target {
*border = BorderColor::all(target);
}
}
}
/// Repaints `BackgroundColor` on every entity tagged with
/// [`HighContrastBackground`] based on `Settings::high_contrast_mode`.
/// Off → the marker's `default_color`; on → `BORDER_SUBTLE_HC`
/// (`#a0a0a0`). Compares against the current background and only
/// mutates when different so Bevy's change-detection doesn't trigger
/// repaints every frame.
///
/// Parallel to [`update_high_contrast_borders`]. Same on/off rule,
/// same change-suppression idiom, different colour channel —
/// `BackgroundColor` for tick marks, decorative strips, fine
/// separators that paint their shape directly rather than via a
/// `BorderColor` on a wider Node.
///
/// Tagged sites in v0.21.x: the replay overlay's 1 px scrub track
/// + 5 quarter-mark notch ticks (`replay_overlay::spawn_overlay`).
///
/// More sites can be tagged in follow-ups by adding
/// `HighContrastBackground::with_default(...)` to their spawn tuple.
pub(crate) fn update_high_contrast_backgrounds(
settings: Res<SettingsResource>,
mut backgrounds: Query<(&HighContrastBackground, &mut BackgroundColor)>,
) {
let high_contrast = settings.0.high_contrast_mode;
for (marker, mut bg) in backgrounds.iter_mut() {
let target = if high_contrast {
marker.hc_color
} else {
marker.default_color
};
if bg.0 != target {
*bg = BackgroundColor(target);
}
}
}
fn update_reduce_motion_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<ReduceMotionText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = on_off_label(settings.0.reduce_motion_mode);
}
}
/// Refreshes the live "Winnable deals only" toggle value in the
/// Gameplay section whenever `SettingsResource` changes (button click,
/// hand-edited `settings.json` reload, etc.).
fn update_winnable_deals_only_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<WinnableDealsOnlyText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = winnable_deals_only_label(settings.0.winnable_deals_only);
}
}
/// Refreshes the live "Share usage data" toggle value in the Privacy section
/// whenever `SettingsResource` changes.
fn update_analytics_enabled_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<AnalyticsEnabledText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = on_off_label(settings.0.analytics_enabled);
}
}
/// Refreshes the live "Smart window size" toggle value whenever
/// `SettingsResource` changes. The flag is stored negatively as
/// `disable_smart_default_size`, so the label inverts.
fn update_smart_default_size_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<SmartDefaultSizeText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = smart_default_size_label(!settings.0.disable_smart_default_size);
}
}
/// Refreshes the live tooltip-delay value in the Gameplay section
/// whenever `SettingsResource` changes (slider buttons, hand-edited
/// settings.json reload, etc.).
fn update_tooltip_delay_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<TooltipDelayText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = tooltip_delay_label(settings.0.tooltip_delay_secs);
}
}
/// Refreshes the live time-bonus-multiplier value in the Gameplay
/// section whenever `SettingsResource` changes.
fn update_time_bonus_multiplier_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<TimeBonusMultiplierText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = time_bonus_label(settings.0.time_bonus_multiplier);
}
}
/// Refreshes the live replay-playback per-move-interval value in the
/// Gameplay section whenever `SettingsResource` changes (slider buttons,
/// hand-edited settings.json reload, etc.).
fn update_replay_move_interval_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<ReplayMoveIntervalText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = replay_move_interval_label(settings.0.replay_move_interval_secs);
}
}
fn card_back_label(idx: usize) -> String {
if idx == 0 {
"Default".to_string()
} else {
format!("Style {idx}")
}
}
fn background_label(idx: usize) -> String {
if idx == 0 {
"Default".to_string()
} else {
format!("Style {idx}")
}
}
fn sync_status_label(status: &SyncStatus) -> String {
match status {
SyncStatus::Idle => "Status: idle".to_string(),
SyncStatus::Syncing => "Status: syncing…".to_string(),
SyncStatus::LastSynced(t) => {
let secs = chrono::Utc::now()
.signed_duration_since(*t)
.num_seconds()
.max(0);
if secs < 60 {
format!("Last synced: {secs}s ago")
} else {
format!("Last synced: {}m ago", secs / 60)
}
}
SyncStatus::Error(e) => format!("Sync error: {e}"),
}
}
/// Reacts to button presses inside the Settings panel.
#[allow(clippy::too_many_arguments, clippy::type_complexity)]
fn handle_settings_buttons(
interaction_query: Query<(&Interaction, &SettingsButton), Changed<Interaction>>,
mut settings: ResMut<SettingsResource>,
mut screen: ResMut<SettingsScreen>,
path: Res<SettingsStoragePath>,
mut changed: MessageWriter<SettingsChangedEvent>,
mut sfx_text: Query<&mut Text, (With<SfxVolumeText>, Without<MusicVolumeText>, Without<DrawModeText>, Without<ThemeText>, Without<AnimSpeedText>, Without<ColorBlindText>, Without<HighContrastText>, Without<ReduceMotionText>)>,
mut music_text: Query<&mut Text, (With<MusicVolumeText>, Without<SfxVolumeText>, Without<DrawModeText>, Without<ThemeText>, Without<AnimSpeedText>, Without<ColorBlindText>, Without<HighContrastText>, Without<ReduceMotionText>)>,
mut draw_text: Query<&mut Text, (With<DrawModeText>, Without<SfxVolumeText>, Without<MusicVolumeText>, Without<ThemeText>, Without<AnimSpeedText>, Without<ColorBlindText>, Without<HighContrastText>, Without<ReduceMotionText>)>,
mut theme_text: Query<&mut Text, (With<ThemeText>, Without<SfxVolumeText>, Without<MusicVolumeText>, Without<DrawModeText>, Without<AnimSpeedText>, Without<ColorBlindText>, Without<HighContrastText>, Without<ReduceMotionText>)>,
mut anim_speed_text: Query<&mut Text, (With<AnimSpeedText>, Without<SfxVolumeText>, Without<MusicVolumeText>, Without<DrawModeText>, Without<ThemeText>, Without<ColorBlindText>, Without<HighContrastText>, Without<ReduceMotionText>)>,
mut color_blind_text: Query<&mut Text, (With<ColorBlindText>, Without<SfxVolumeText>, Without<MusicVolumeText>, Without<DrawModeText>, Without<ThemeText>, Without<AnimSpeedText>, Without<HighContrastText>, Without<ReduceMotionText>)>,
mut high_contrast_text: Query<&mut Text, (With<HighContrastText>, Without<SfxVolumeText>, Without<MusicVolumeText>, Without<DrawModeText>, Without<ThemeText>, Without<AnimSpeedText>, Without<ColorBlindText>, Without<ReduceMotionText>)>,
mut reduce_motion_text: Query<&mut Text, (With<ReduceMotionText>, Without<SfxVolumeText>, Without<MusicVolumeText>, Without<DrawModeText>, Without<ThemeText>, Without<AnimSpeedText>, Without<ColorBlindText>, Without<HighContrastText>)>,
) {
for (interaction, button) in &interaction_query {
if *interaction != Interaction::Pressed {
continue;
}
match button {
SettingsButton::SfxDown => {
let before = settings.0.sfx_volume;
let after = settings.0.adjust_sfx_volume(-SFX_STEP);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = sfx_text.single_mut() {
**t = format!("{after:.2}");
}
}
}
SettingsButton::SfxUp => {
let before = settings.0.sfx_volume;
let after = settings.0.adjust_sfx_volume(SFX_STEP);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = sfx_text.single_mut() {
**t = format!("{after:.2}");
}
}
}
SettingsButton::MusicDown => {
let before = settings.0.music_volume;
let after = settings.0.adjust_music_volume(-SFX_STEP);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = music_text.single_mut() {
**t = format!("{after:.2}");
}
}
}
SettingsButton::MusicUp => {
let before = settings.0.music_volume;
let after = settings.0.adjust_music_volume(SFX_STEP);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = music_text.single_mut() {
**t = format!("{after:.2}");
}
}
}
SettingsButton::ToggleDrawMode => {
settings.0.draw_mode = match settings.0.draw_mode {
DrawMode::DrawOne => DrawMode::DrawThree,
DrawMode::DrawThree => DrawMode::DrawOne,
};
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = draw_text.single_mut() {
**t = draw_mode_label(&settings.0.draw_mode);
}
}
SettingsButton::CycleAnimSpeed => {
settings.0.animation_speed = match settings.0.animation_speed {
AnimSpeed::Normal => AnimSpeed::Fast,
AnimSpeed::Fast => AnimSpeed::Instant,
AnimSpeed::Instant => AnimSpeed::Normal,
};
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = anim_speed_text.single_mut() {
**t = anim_speed_label(&settings.0.animation_speed);
}
}
SettingsButton::TooltipDelayDown => {
let before = settings.0.tooltip_delay_secs;
let after = settings.0.adjust_tooltip_delay(-TOOLTIP_DELAY_STEP_SECS);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
// The Text node is refreshed by `update_tooltip_delay_text`
// on the next frame via `settings.is_changed()`.
}
}
SettingsButton::TooltipDelayUp => {
let before = settings.0.tooltip_delay_secs;
let after = settings.0.adjust_tooltip_delay(TOOLTIP_DELAY_STEP_SECS);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
}
}
SettingsButton::TimeBonusDown => {
let before = settings.0.time_bonus_multiplier;
let after = settings.0.adjust_time_bonus_multiplier(-TIME_BONUS_MULTIPLIER_STEP);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
// The Text node is refreshed by
// `update_time_bonus_multiplier_text` on the next
// frame via `settings.is_changed()`.
}
}
SettingsButton::TimeBonusUp => {
let before = settings.0.time_bonus_multiplier;
let after = settings.0.adjust_time_bonus_multiplier(TIME_BONUS_MULTIPLIER_STEP);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
}
}
SettingsButton::ReplayMoveIntervalDown => {
let before = settings.0.replay_move_interval_secs;
let after = settings
.0
.adjust_replay_move_interval(-REPLAY_MOVE_INTERVAL_STEP_SECS);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
// The Text node is refreshed by
// `update_replay_move_interval_text` on the next
// frame via `settings.is_changed()`.
}
}
SettingsButton::ReplayMoveIntervalUp => {
let before = settings.0.replay_move_interval_secs;
let after = settings
.0
.adjust_replay_move_interval(REPLAY_MOVE_INTERVAL_STEP_SECS);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
}
}
SettingsButton::ToggleTheme => {
settings.0.theme = match settings.0.theme {
Theme::Green => Theme::Blue,
Theme::Blue => Theme::Dark,
Theme::Dark => Theme::Green,
};
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = theme_text.single_mut() {
**t = theme_label(&settings.0.theme);
}
}
SettingsButton::ToggleColorBlind => {
settings.0.color_blind_mode = !settings.0.color_blind_mode;
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = color_blind_text.single_mut() {
**t = color_blind_label(settings.0.color_blind_mode);
}
}
SettingsButton::ToggleHighContrast => {
settings.0.high_contrast_mode = !settings.0.high_contrast_mode;
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = high_contrast_text.single_mut() {
**t = on_off_label(settings.0.high_contrast_mode);
}
}
SettingsButton::ToggleReduceMotion => {
settings.0.reduce_motion_mode = !settings.0.reduce_motion_mode;
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut t) = reduce_motion_text.single_mut() {
**t = on_off_label(settings.0.reduce_motion_mode);
}
}
SettingsButton::ToggleWinnableDealsOnly => {
settings.0.winnable_deals_only = !settings.0.winnable_deals_only;
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
// The Text node is refreshed by `update_winnable_deals_only_text`
// on the next frame via `settings.is_changed()`.
}
SettingsButton::ToggleAnalytics => {
settings.0.analytics_enabled = !settings.0.analytics_enabled;
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
// Text refreshed by `update_analytics_enabled_text` next frame.
}
SettingsButton::ToggleSmartDefaultSize => {
settings.0.disable_smart_default_size =
!settings.0.disable_smart_default_size;
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
// The Text node is refreshed by
// `update_smart_default_size_text` next frame. The
// sizer system is gated only at startup, so flipping
// this mid-session takes effect on the next launch —
// documented on the field in `solitaire_data::Settings`.
}
SettingsButton::SelectCardBack(idx) => {
settings.0.selected_card_back = *idx;
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
}
SettingsButton::SelectBackground(idx) => {
settings.0.selected_background = *idx;
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
}
SettingsButton::SelectTheme(theme_id) => {
if settings.0.selected_theme_id != *theme_id {
settings.0.selected_theme_id = theme_id.clone();
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
}
}
SettingsButton::ScanThemes => {
// Handled by `handle_scan_themes`.
}
SettingsButton::SyncNow
| SettingsButton::ConnectSync
| SettingsButton::DisconnectSync
| SettingsButton::DeleteAccount => {
// Handled by `handle_sync_buttons`.
}
SettingsButton::Done => {
screen.0 = false;
}
}
}
}
/// Handles sync-related settings buttons: Sync Now, Connect, Disconnect,
/// and Delete Account. Split from `handle_settings_buttons` to stay within
/// Bevy's 16-parameter system limit.
fn handle_sync_buttons(
interaction_query: Query<(&Interaction, &SettingsButton), Changed<Interaction>>,
mut manual_sync: MessageWriter<ManualSyncRequestEvent>,
mut configure_sync: MessageWriter<SyncConfigureRequestEvent>,
mut logout_sync: MessageWriter<SyncLogoutRequestEvent>,
mut delete_account: MessageWriter<DeleteAccountRequestEvent>,
mut screen: ResMut<SettingsScreen>,
) {
for (interaction, button) in &interaction_query {
if *interaction != Interaction::Pressed {
continue;
}
match button {
SettingsButton::SyncNow => { manual_sync.write(ManualSyncRequestEvent); }
SettingsButton::ConnectSync => {
// Close settings before the sync-setup modal opens so the
// guard in open_sync_setup_modal doesn't block on our own scrim.
screen.0 = false;
configure_sync.write(SyncConfigureRequestEvent);
}
SettingsButton::DisconnectSync => { logout_sync.write(SyncLogoutRequestEvent); }
SettingsButton::DeleteAccount => { delete_account.write(DeleteAccountRequestEvent); }
_ => {}
}
}
}
fn draw_mode_label(mode: &DrawMode) -> String {
match mode {
DrawMode::DrawOne => "Draw 1".into(),
DrawMode::DrawThree => "Draw 3".into(),
}
}
fn anim_speed_label(speed: &AnimSpeed) -> String {
match speed {
AnimSpeed::Normal => "Normal".into(),
AnimSpeed::Fast => "Fast".into(),
AnimSpeed::Instant => "Instant".into(),
}
}
fn theme_label(theme: &Theme) -> String {
match theme {
Theme::Green => "Green".into(),
Theme::Blue => "Blue".into(),
Theme::Dark => "Dark".into(),
}
}
fn color_blind_label(enabled: bool) -> String {
if enabled { "ON".into() } else { "OFF".into() }
}
/// Generic ON/OFF label shared by the high-contrast and reduce-
/// motion accessibility toggles. Same format as
/// [`color_blind_label`] / [`winnable_deals_only_label`] —
/// keeping all simple boolean toggle rows visually uniform.
fn on_off_label(enabled: bool) -> String {
if enabled { "ON".into() } else { "OFF".into() }
}
/// Display string for the "Winnable deals only" toggle. Mirrors
/// [`color_blind_label`] — "ON" / "OFF" — so the layout is uniform
/// with the rest of the Gameplay-section toggles.
fn winnable_deals_only_label(enabled: bool) -> String {
if enabled { "ON".into() } else { "OFF".into() }
}
/// Display string for the "Smart window size" toggle. The argument
/// is the *enabled* state (i.e. the inverse of the underlying
/// `disable_smart_default_size` field) so reading the label gives
/// the player intuitive ON/OFF semantics.
fn smart_default_size_label(enabled: bool) -> String {
if enabled { "ON".into() } else { "OFF".into() }
}
/// Formats the tooltip-hover delay for display in the Settings panel.
/// `0.0` reads as `"Instant"` so the zero-delay case has a name; any
/// other value prints as `"{n:.1} s"` (e.g. `"0.5 s"`, `"1.2 s"`).
fn tooltip_delay_label(secs: f32) -> String {
if secs <= 0.0 {
"Instant".into()
} else {
format!("{secs:.1} s")
}
}
/// Formats the cosmetic time-bonus multiplier for display in the
/// Settings panel. `0.0` reads as `"Off"` so the player understands the
/// time-bonus row will be hidden; any other value prints as
/// `"{n:.1}×"` (e.g. `"1.0×"`, `"1.5×"`).
fn time_bonus_label(value: f32) -> String {
if value <= 0.0 {
"Off".into()
} else {
format!("{value:.1}×")
}
}
/// Formats the replay-playback per-move interval for display in the
/// Settings panel. Mirrors [`tooltip_delay_label`] for parity — the
/// readout is `"{n:.2} s/move"` (e.g. `"0.45 s/move"`, `"0.10 s/move"`),
/// using two decimal places because the step is 0.05 s.
fn replay_move_interval_label(secs: f32) -> String {
format!("{secs:.2} s/move")
}
/// Auto-attaches [`Focusable`] to every bespoke Settings button — icon
/// buttons (volume +/, toggle, cycle), swatch buttons (card-back,
/// background pickers), and the "Sync Now" button. The "Done" button is
/// already tagged by `attach_focusable_to_modal_buttons` (it carries
/// [`ModalButton`]) and is filtered out here.
///
/// Walks ancestors via [`ChildOf`] to find the [`ModalScrim`] that owns
/// the panel so the new [`Focusable`]'s group is bound to that scrim —
/// same defensive shape as the Phase 1 / 2 attach systems.
#[allow(clippy::type_complexity)]
fn attach_focusable_to_settings_buttons(
mut commands: Commands,
new_buttons: Query<
(Entity, &SettingsButton),
(With<Button>, Without<Focusable>, Without<ModalButton>),
>,
parents: Query<&ChildOf>,
scrims: Query<(), With<ModalScrim>>,
) {
for (button, settings_button) in &new_buttons {
let mut current = button;
let mut scrim_entity: Option<Entity> = None;
for _ in 0..32 {
if scrims.get(current).is_ok() {
scrim_entity = Some(current);
break;
}
match parents.get(current) {
Ok(parent) => current = parent.parent(),
Err(_) => break,
}
}
if let Some(scrim) = scrim_entity {
commands.entity(button).insert(Focusable {
group: FocusGroup::Modal(scrim),
order: settings_button.focus_order(),
});
}
}
}
/// Vertical padding (logical px) added around the focused button when
/// scrolling it into view. Keeps the focus ring's halo visible above /
/// below the viewport edge.
const FOCUS_SCROLL_PADDING: f32 = SPACE_2;
/// When the focused entity sits outside the visible Settings scroll
/// viewport, adjust the viewport's [`ScrollPosition`] so the button is
/// fully visible. No-op when:
///
/// - `FocusedButton` is `None`
/// - the focused entity has no [`UiGlobalTransform`] / [`ComputedNode`]
/// (e.g. a freshly-spawned modal hasn't laid out yet)
/// - the focused entity is not a descendant of the
/// [`SettingsPanelScrollable`] container
///
/// The viewport's visible Y range is `[scroll_y, scroll_y +
/// viewport_height]` in physical pixels (matching `ComputedNode.size`).
/// The focused button's vertical extent is computed from its
/// `UiGlobalTransform.translation.y` (centre, physical) ± half its
/// `ComputedNode.size.y`. Because the scroll container's local
/// coordinates run [0, content_height] and the visible window is
/// [scroll_y, scroll_y + viewport], we convert the button's window-
/// space Y to container-local Y by subtracting the container's window-
/// space top and adding the current scroll offset.
#[allow(clippy::type_complexity)]
fn scroll_focus_into_view(
focused: Res<FocusedButton>,
parents: Query<&ChildOf>,
nodes: Query<(&UiGlobalTransform, &ComputedNode)>,
mut containers: Query<
(&mut ScrollPosition, &UiGlobalTransform, &ComputedNode),
With<SettingsPanelScrollable>,
>,
) {
let Some(target) = focused.0 else { return };
// Gather button geometry.
let Ok((target_transform, target_node)) = nodes.get(target) else {
return;
};
// Walk ancestors looking for the scroll container. Bounded to keep
// a malformed hierarchy from hanging the system.
let mut current = target;
let mut container_entity: Option<Entity> = None;
for _ in 0..32 {
if containers.get(current).is_ok() {
container_entity = Some(current);
break;
}
match parents.get(current) {
Ok(parent) => current = parent.parent(),
Err(_) => break,
}
}
let Some(container) = container_entity else { return };
let Ok((mut scroll, container_transform, container_node)) =
containers.get_mut(container)
else {
return;
};
// Geometry is reported in physical pixels by `ComputedNode.size` and
// `UiGlobalTransform.translation`. `ScrollPosition` is in logical px,
// so convert via `inverse_scale_factor` before we write.
let inv = target_node.inverse_scale_factor;
let target_height = target_node.size().y;
let target_centre_y = target_transform.translation.y;
let target_top = target_centre_y - target_height * 0.5;
let target_bottom = target_centre_y + target_height * 0.5;
let container_height = container_node.size().y;
let container_top = container_transform.translation.y - container_height * 0.5;
// Convert button window-space Y to container-local Y. The container
// is currently scrolled by `scroll.0.y` *logical* pixels — multiply
// by physical-per-logical to compare with physical pixel extents.
let scroll_phys = scroll.0.y / inv.max(f32::EPSILON);
let viewport_top = container_top + scroll_phys;
let viewport_bottom = viewport_top + container_height;
// Layout may not have run yet (zero size on first frame) — no
// sensible scroll target until the container has dimensions.
if container_height <= 0.0 {
return;
}
let pad_phys = FOCUS_SCROLL_PADDING / inv.max(f32::EPSILON);
if target_top < viewport_top {
// Button extends above the viewport — scroll up.
let new_top = target_top - pad_phys;
let delta = new_top - viewport_top;
scroll.0.y = ((scroll_phys + delta) * inv).max(0.0);
} else if target_bottom > viewport_bottom {
// Button extends below the viewport — scroll down.
let new_bottom = target_bottom + pad_phys;
let delta = new_bottom - viewport_bottom;
scroll.0.y = ((scroll_phys + delta) * inv).max(0.0);
}
}
/// Scrolls the settings panel inner card in response to mouse-wheel events.
///
/// `offset_y` increases downward (0 = top of content). Scrolling down (ev.y < 0)
/// adds to the offset; scrolling up subtracts. Clamped to >= 0 so it never
/// scrolls past the top.
fn scroll_settings_panel(
mut scroll_evr: MessageReader<MouseWheel>,
screen: Res<SettingsScreen>,
mut scrollables: Query<&mut ScrollPosition, With<SettingsPanelScrollable>>,
) {
if !screen.0 {
scroll_evr.clear();
return;
}
let delta_y: f32 = scroll_evr
.read()
.map(|ev| match ev.unit {
MouseScrollUnit::Line => ev.y * 50.0,
MouseScrollUnit::Pixel => ev.y,
})
.sum();
if delta_y == 0.0 {
return;
}
for mut sp in scrollables.iter_mut() {
sp.0.y = (sp.0.y - delta_y).max(0.0);
}
}
// ---------------------------------------------------------------------------
// Window geometry persistence
// ---------------------------------------------------------------------------
/// Records `WindowResized` and `WindowMoved` events into
/// [`PendingWindowGeometry`], coalescing every event arriving this frame
/// into the latest pending geometry.
///
/// The actual disk write is debounced — see
/// [`persist_window_geometry_after_debounce`] — so the file system isn't
/// hit on every pixel of a resize / move drag.
fn record_window_geometry_changes(
time: Res<Time>,
mut resized: MessageReader<WindowResized>,
mut moved: MessageReader<WindowMoved>,
settings: Res<SettingsResource>,
mut pending: ResMut<PendingWindowGeometry>,
) {
// Read .last() — only the final event matters for persistence; the
// intermediate sizes/positions are noise during a drag.
let new_size = resized
.read()
.last()
.map(|ev| (ev.width.round().max(0.0) as u32, ev.height.round().max(0.0) as u32));
let new_pos = moved.read().last().map(|ev| (ev.position.x, ev.position.y));
if new_size.is_none() && new_pos.is_none() {
return;
}
// Fold the new components into the existing pending value (if any),
// otherwise into the persisted geometry from settings.
let baseline = pending.geometry.or(settings.0.window_geometry);
let Some(geometry) = merge_geometry(baseline, new_size, new_pos) else {
return;
};
pending.geometry = Some(geometry);
pending.last_changed_secs = time.elapsed_secs();
}
/// After [`WINDOW_GEOMETRY_DEBOUNCE_SECS`] of quiet (no `WindowResized` or
/// `WindowMoved` events arriving), commits the pending geometry to
/// `SettingsResource` and writes `settings.json`. Skips the write when the
/// pending value already matches the settings (e.g. a resize that was
/// reverted, or a synthetic event with no geometry change).
fn persist_window_geometry_after_debounce(
time: Res<Time>,
mut pending: ResMut<PendingWindowGeometry>,
mut settings: ResMut<SettingsResource>,
path: Res<SettingsStoragePath>,
mut changed: MessageWriter<SettingsChangedEvent>,
) {
let Some(new_geom) = pending.geometry else {
return;
};
if !should_persist_geometry(time.elapsed_secs(), pending.last_changed_secs) {
return;
}
// Always clear the pending slot regardless of whether we end up
// writing — otherwise an idempotent change would re-trigger this
// system every tick.
pending.geometry = None;
if settings.0.window_geometry == Some(new_geom) {
return;
}
settings.0.window_geometry = Some(new_geom);
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
}
// ---------------------------------------------------------------------------
// UI construction
// ---------------------------------------------------------------------------
/// Spawns the Settings modal.
///
/// `theme_overrides_back` is `true` when the active card-art theme
/// supplies its own back (`CardImageSet::theme_back == Some(_)`). The
/// "Card Back" picker is rendered with a small caption and the
/// swatches are hidden in this state — the theme's back wins
/// regardless of which legacy back is selected, so the picker would
/// be inert otherwise.
#[allow(clippy::too_many_arguments)]
fn spawn_settings_panel(
commands: &mut Commands,
settings: &Settings,
sync_status: &str,
unlocked_card_backs: &[usize],
unlocked_backgrounds: &[usize],
themes: &[ThemePickerEntry],
scroll_offset: f32,
font_res: Option<&FontResource>,
theme_overrides_back: bool,
) {
spawn_modal(commands, SettingsPanel, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, "Settings", font_res);
// Scrollable body — contains every section so tall content stays
// reachable on short windows. The Done button below stays fixed
// outside the scroll so it's always one click away.
card.spawn((
SettingsPanelScrollable,
SettingsScrollNode,
ScrollPosition(Vec2::new(0.0, scroll_offset)),
Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_3,
max_height: Val::Vh(60.0),
overflow: Overflow::scroll_y(),
padding: UiRect::bottom(Val::Px(96.0)),
..default()
},
))
.with_children(|body| {
// --- Audio ---
section_label(body, "Audio", font_res);
volume_row(
body,
"SFX Volume",
settings.sfx_volume,
SfxVolumeText,
SettingsButton::SfxDown,
SettingsButton::SfxUp,
"Lower sound effects volume.",
"Raise sound effects volume.",
font_res,
);
volume_row(
body,
"Music Volume",
settings.music_volume,
MusicVolumeText,
SettingsButton::MusicDown,
SettingsButton::MusicUp,
"Lower music and ambience volume.",
"Raise music and ambience volume.",
font_res,
);
// --- Gameplay ---
section_label(body, "Gameplay", font_res);
toggle_row(
body,
"Draw Mode",
DrawModeText,
draw_mode_label(&settings.draw_mode),
SettingsButton::ToggleDrawMode,
"Switch between Draw 1 and Draw 3. Takes effect next deal.",
font_res,
);
toggle_row(
body,
"Winnable deals only",
WinnableDealsOnlyText,
winnable_deals_only_label(settings.winnable_deals_only),
SettingsButton::ToggleWinnableDealsOnly,
"When on, fresh Classic deals are filtered through a solver \
(may take a moment when on).",
font_res,
);
toggle_row(
body,
"Anim Speed",
AnimSpeedText,
anim_speed_label(&settings.animation_speed),
SettingsButton::CycleAnimSpeed,
"Cycle animation speed: Normal, Fast, Instant.",
font_res,
);
tooltip_delay_row(
body,
settings.tooltip_delay_secs,
font_res,
);
time_bonus_multiplier_row(
body,
settings.time_bonus_multiplier,
font_res,
);
replay_move_interval_row(
body,
settings.replay_move_interval_secs,
font_res,
);
toggle_row(
body,
"Smart window size",
SmartDefaultSizeText,
smart_default_size_label(!settings.disable_smart_default_size),
SettingsButton::ToggleSmartDefaultSize,
"When ON, fresh launches resize the window to ~70 % of the \
monitor. OFF pins the 1280\u{00D7}800 baseline. Saved \
window size always wins.",
font_res,
);
// --- Cosmetic ---
section_label(body, "Cosmetic", font_res);
toggle_row(
body,
"Theme",
ThemeText,
theme_label(&settings.theme),
SettingsButton::ToggleTheme,
"Cycle felt color: Green, Blue, Dark.",
font_res,
);
toggle_row(
body,
"Color-blind Mode",
ColorBlindText,
color_blind_label(settings.color_blind_mode),
SettingsButton::ToggleColorBlind,
"Show shape glyphs alongside suit colors. Suit-blind friendly.",
font_res,
);
toggle_row(
body,
"High Contrast",
HighContrastText,
on_off_label(settings.high_contrast_mode),
SettingsButton::ToggleHighContrast,
"Boosts foreground + suit-red glyphs to higher-luminance variants for low-vision readers and low-quality displays.",
font_res,
);
toggle_row(
body,
"Reduce Motion",
ReduceMotionText,
on_off_label(settings.reduce_motion_mode),
SettingsButton::ToggleReduceMotion,
"Skips card-slide animations and other non-essential motion. Cards snap instantly to their target.",
font_res,
);
if theme_overrides_back {
// The active theme provides its own back; the legacy
// picker has no visible effect, so we replace its
// swatch row with an informational caption. The
// player's `selected_card_back` value still
// round-trips through `settings.json` — the moment
// they switch to a theme without a back, the picker
// re-appears with their previous choice intact.
picker_row_overridden_by_theme(body, "Card Back", font_res);
} else {
picker_row(
body,
"Card Back",
unlocked_card_backs,
settings.selected_card_back,
SettingsButton::SelectCardBack,
"Choose your deck art. New backs unlock at higher levels.",
font_res,
);
}
picker_row(
body,
"Background",
unlocked_backgrounds,
settings.selected_background,
SettingsButton::SelectBackground,
"Choose your felt art. New felts unlock at higher levels.",
font_res,
);
// Card-art theme picker — only renders when the registry has
// entries (production: always; tests: only when
// ThemeRegistryPlugin is installed).
if !themes.is_empty() {
theme_picker_row(
body,
"Card Theme",
themes,
&settings.selected_theme_id,
"Choose card-face artwork. Imported themes appear here.",
font_res,
);
}
import_themes_row(body, font_res);
// --- Privacy (only shown when a Matomo URL is configured) ---
if settings.matomo_url.is_some() {
section_label(body, "Privacy", font_res);
toggle_row(
body,
"Share usage data",
AnalyticsEnabledText,
on_off_label(settings.analytics_enabled),
SettingsButton::ToggleAnalytics,
"Sends anonymous game events to Matomo for aggregate analytics.",
font_res,
);
}
// --- Sync ---
section_label(body, "Sync", font_res);
sync_row(body, sync_status, &settings.sync_backend, font_res);
});
// Done is the only action — primary so the player always knows
// how to leave the modal. `O` toggles it the same way.
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
SettingsButton::Done,
"Done",
Some("O"),
ButtonVariant::Primary,
font_res,
);
});
});
}
/// Section divider — small lavender label inside the scrollable body.
fn section_label(parent: &mut ChildSpawnerCommands, title: &str, font_res: Option<&FontResource>) {
let font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_BODY,
..default()
};
parent.spawn((Text::new(title), font, TextColor(TEXT_SECONDARY)));
}
/// `Label 0.80 [] [+]` — used for SFX and Music volume rows.
///
/// `tooltip_down` / `tooltip_up` are attached to the `` / `+` buttons
/// respectively so each glyph carries a one-line reminder of which channel
/// it adjusts.
#[allow(clippy::too_many_arguments)]
fn volume_row<Marker: Component>(
parent: &mut ChildSpawnerCommands,
label: &str,
value: f32,
marker: Marker,
btn_down: SettingsButton,
btn_up: SettingsButton,
tooltip_down: &'static str,
tooltip_up: &'static str,
font_res: Option<&FontResource>,
) {
let label_font = label_text_font(font_res);
let value_font = value_text_font(font_res);
// Row spans the full body width with a flex-grow spacer between
// the left-aligned label and the right-aligned controls cluster.
// Without `width: 100%` + the spacer, the label / value / buttons
// bunch against the left edge and a varying-length value (e.g.
// "0.80" → "1.00") shifts the +/ buttons sideways frame to
// frame, visually overlapping with adjacent UI on small windows.
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
width: Val::Percent(100.0),
..default()
})
.with_children(|row| {
row.spawn((
Text::new(label.to_string()),
label_font,
TextColor(TEXT_SECONDARY),
));
// Spacer: takes up all remaining horizontal space so the
// controls cluster sits flush against the right edge.
row.spawn(Node {
flex_grow: 1.0,
..default()
});
// Controls cluster — value + decrement + increment held
// together so the buttons stay in fixed positions even
// as the value text width varies.
row.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
})
.with_children(|cluster| {
cluster.spawn((
marker,
Text::new(format!("{value:.2}")),
value_font,
TextColor(TEXT_PRIMARY),
));
icon_button(cluster, "", btn_down, tooltip_down, font_res);
icon_button(cluster, "+", btn_up, tooltip_up, font_res);
});
});
}
/// `Tooltip Delay 0.5 s [] [+]` — slider row for the player-tunable
/// tooltip-hover dwell. Mirrors [`volume_row`] (label, current value,
/// decrement, increment) but formats the value via [`tooltip_delay_label`]
/// so `0.0` reads as `"Instant"` and other values as `"{n:.1} s"`.
fn tooltip_delay_row(
parent: &mut ChildSpawnerCommands,
value_secs: f32,
font_res: Option<&FontResource>,
) {
let label_font = label_text_font(font_res);
let value_font = value_text_font(font_res);
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
width: Val::Percent(100.0),
..default()
})
.with_children(|row| {
row.spawn((
Text::new("Tooltip Delay".to_string()),
label_font,
TextColor(TEXT_SECONDARY),
));
row.spawn(Node {
flex_grow: 1.0,
..default()
});
row.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
})
.with_children(|cluster| {
cluster.spawn((
TooltipDelayText,
Text::new(tooltip_delay_label(value_secs)),
value_font,
TextColor(TEXT_PRIMARY),
));
icon_button(
cluster,
"",
SettingsButton::TooltipDelayDown,
"Shorten the hover delay before tooltips appear.",
font_res,
);
icon_button(
cluster,
"+",
SettingsButton::TooltipDelayUp,
"Lengthen the hover delay before tooltips appear.",
font_res,
);
});
});
}
/// `Time bonus 1.0× [] [+]` — slider row for the cosmetic
/// `Settings::time_bonus_multiplier`. Mirrors [`tooltip_delay_row`]
/// (label, current value, decrement, increment) but formats the value
/// via [`time_bonus_label`] so `0.0` reads as `"Off"` and other values
/// as `"{n:.1}×"`. The multiplier is **cosmetic** — adjusting it
/// changes only the win-modal score breakdown, not the canonical
/// scores recorded in stats / achievements / leaderboards.
fn time_bonus_multiplier_row(
parent: &mut ChildSpawnerCommands,
value: f32,
font_res: Option<&FontResource>,
) {
let label_font = label_text_font(font_res);
let value_font = value_text_font(font_res);
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
width: Val::Percent(100.0),
..default()
})
.with_children(|row| {
row.spawn((
Text::new("Time bonus".to_string()),
label_font,
TextColor(TEXT_SECONDARY),
));
row.spawn(Node {
flex_grow: 1.0,
..default()
});
row.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
})
.with_children(|cluster| {
cluster.spawn((
TimeBonusMultiplierText,
Text::new(time_bonus_label(value)),
value_font,
TextColor(TEXT_PRIMARY),
));
icon_button(
cluster,
"",
SettingsButton::TimeBonusDown,
"Shrink the time-bonus shown in the win modal. Cosmetic only.",
font_res,
);
icon_button(
cluster,
"+",
SettingsButton::TimeBonusUp,
"Boost the time-bonus shown in the win modal. Cosmetic only.",
font_res,
);
});
});
}
/// `Replay speed 0.45 s/move [] [+]` — slider row for the
/// player-tunable replay-playback per-move interval. Mirrors
/// [`tooltip_delay_row`] (label, current value, decrement, increment)
/// but formats the value via [`replay_move_interval_label`] as
/// `"{n:.2} s/move"`. The decrement button speeds playback up
/// (smaller interval); the increment slows it down — same direction
/// convention as the tooltip-delay slider.
fn replay_move_interval_row(
parent: &mut ChildSpawnerCommands,
value_secs: f32,
font_res: Option<&FontResource>,
) {
let label_font = label_text_font(font_res);
let value_font = value_text_font(font_res);
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
width: Val::Percent(100.0),
..default()
})
.with_children(|row| {
row.spawn((
Text::new("Replay speed".to_string()),
label_font,
TextColor(TEXT_SECONDARY),
));
row.spawn(Node {
flex_grow: 1.0,
..default()
});
row.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
})
.with_children(|cluster| {
cluster.spawn((
ReplayMoveIntervalText,
Text::new(replay_move_interval_label(value_secs)),
value_font,
TextColor(TEXT_PRIMARY),
));
icon_button(
cluster,
"",
SettingsButton::ReplayMoveIntervalDown,
"Speed up replay playback (shorter per-move interval).",
font_res,
);
icon_button(
cluster,
"+",
SettingsButton::ReplayMoveIntervalUp,
"Slow down replay playback (longer per-move interval).",
font_res,
);
});
});
}
/// `Label Value [⇄]` — used for cycle/toggle rows (draw mode, theme,
/// anim speed, colour-blind).
///
/// `tooltip` is attached to the `⇄` button so the cycle glyph carries a
/// one-line reminder of what it iterates through.
#[allow(clippy::too_many_arguments)]
fn toggle_row<Marker: Component>(
parent: &mut ChildSpawnerCommands,
label: &str,
marker: Marker,
value: String,
action: SettingsButton,
tooltip: &'static str,
font_res: Option<&FontResource>,
) {
let label_font = label_text_font(font_res);
let value_font = value_text_font(font_res);
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
width: Val::Percent(100.0),
..default()
})
.with_children(|row| {
row.spawn((
Text::new(label.to_string()),
label_font,
TextColor(TEXT_SECONDARY),
));
row.spawn(Node {
flex_grow: 1.0,
..default()
});
row.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
})
.with_children(|cluster| {
cluster.spawn((marker, Text::new(value), value_font, TextColor(TEXT_PRIMARY)));
icon_button(cluster, "", action, tooltip, font_res);
});
});
}
/// Wrapping row of indexed swatch buttons — used for card-back and
/// background pickers. The currently-selected swatch is tinted with
/// `STATE_SUCCESS` so the user can see it without reading a label.
///
/// `tooltip` is attached to every swatch in the row so hovering any chip
/// reveals what the picker controls and how new entries unlock.
#[allow(clippy::too_many_arguments)]
fn picker_row(
parent: &mut ChildSpawnerCommands,
label: &str,
unlocked: &[usize],
selected: usize,
make_button: impl Fn(usize) -> SettingsButton,
tooltip: &'static str,
font_res: Option<&FontResource>,
) {
let label_font = label_text_font(font_res);
let chip_font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_BODY,
..default()
};
parent
.spawn((
// The row container is a `FocusRow` so Left / Right arrow
// keys cycle within its swatch children. Tab still escapes
// the row to the next focusable in the modal.
FocusRow,
Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
flex_wrap: FlexWrap::Wrap,
..default()
},
))
.with_children(|row| {
row.spawn((
Text::new(label.to_string()),
label_font,
TextColor(TEXT_SECONDARY),
));
// Always show at least swatch 0 (default).
let entries: &[usize] = if unlocked.is_empty() { &[0] } else { unlocked };
for &idx in entries {
let is_selected = idx == selected;
let bg = if is_selected { STATE_SUCCESS } else { BG_ELEVATED_HI };
row.spawn((
make_button(idx),
Button,
Tooltip::new(tooltip),
Node {
width: Val::Px(SWATCH_PX),
height: Val::Px(SWATCH_PX),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(bg),
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|b| {
let text_color = if is_selected { BG_BASE } else { TEXT_PRIMARY };
b.spawn((
Text::new(format!("{}", idx + 1)),
chip_font.clone(),
TextColor(text_color),
));
});
}
});
}
/// Marker on the row spawned by [`picker_row_overridden_by_theme`] so
/// tests can find the caption without depending on text-content
/// matching.
#[derive(Component, Debug)]
pub(crate) struct CardBackPickerOverriddenByTheme;
/// Marker placed on every preview-thumbnail [`ImageNode`] inside a
/// theme picker chip. Lets tests assert that a chip's children include
/// the rasterised preview pair, and lets a future system update or
/// hot-swap thumbnails without scanning the whole UI tree.
#[derive(Component, Debug)]
pub(crate) struct ThemeThumbnailMarker;
/// Renders the "Card Back" row in its overridden-by-theme state: a
/// labelled caption explaining why the swatches are hidden, with no
/// interactive children. This is what the player sees when the active
/// card-art theme supplies its own `back.svg` — the theme's back wins
/// over the legacy `selected_card_back` choice, so showing the
/// swatches would only confuse the player into thinking they were
/// changing something when they weren't.
fn picker_row_overridden_by_theme(
parent: &mut ChildSpawnerCommands,
label: &str,
font_res: Option<&FontResource>,
) {
let label_font = label_text_font(font_res);
let caption_font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_CAPTION,
..default()
};
parent
.spawn((
CardBackPickerOverriddenByTheme,
Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
},
))
.with_children(|row| {
row.spawn((
Text::new(label.to_string()),
label_font,
TextColor(TEXT_SECONDARY),
));
row.spawn((
Text::new("Active theme provides its own back"),
caption_font,
TextColor(TEXT_SECONDARY),
));
});
}
/// Logical width (px) of one preview thumbnail inside a picker chip.
/// Mirrors [`crate::theme::THEME_THUMBNAIL_WIDTH_PX`] but at the UI
/// scale used by Bevy's flex layout. The rasterised image itself is
/// 100×140 px; the chip displays it at the same logical size so
/// scaling artifacts stay minimal.
const THUMBNAIL_LOGICAL_WIDTH_PX: f32 = 50.0;
/// Logical height counterpart to [`THUMBNAIL_LOGICAL_WIDTH_PX`] —
/// preserves the 2:3 card aspect.
const THUMBNAIL_LOGICAL_HEIGHT_PX: f32 = 70.0;
/// Picker row for card-art themes. Distinct from [`picker_row`]
/// because themes are identified by `String` ids (matching
/// `ThemeMeta::id`) instead of dense indices, and each chip carries
/// the theme's display name plus a small Ace + back preview pair
/// (when available in [`ThemeThumbnailCache`]).
fn theme_picker_row(
parent: &mut ChildSpawnerCommands,
label: &str,
themes: &[ThemePickerEntry],
selected_id: &str,
tooltip: &'static str,
font_res: Option<&FontResource>,
) {
let label_font = label_text_font(font_res);
let chip_font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_BODY,
..default()
};
parent
.spawn((
FocusRow,
Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
flex_wrap: FlexWrap::Wrap,
..default()
},
))
.with_children(|row| {
row.spawn((
Text::new(label.to_string()),
label_font,
TextColor(TEXT_SECONDARY),
));
for entry in themes {
let is_selected = entry.id == selected_id;
let bg = if is_selected { STATE_SUCCESS } else { BG_ELEVATED_HI };
row.spawn((
SettingsButton::SelectTheme(entry.id.clone()),
Button,
Tooltip::new(tooltip),
Node {
// Chips with thumbnails stack the preview pair
// above the label so a glance reveals the
// theme's art without hovering for the
// tooltip.
flex_direction: FlexDirection::Column,
// Theme names are wider than numeric chips —
// pad horizontally instead of using a fixed
// square swatch.
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_2),
min_height: Val::Px(SWATCH_PX),
row_gap: VAL_SPACE_2,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(bg),
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|b| {
spawn_thumbnail_pair(b, entry.thumbnails.as_ref());
let text_color = if is_selected { BG_BASE } else { TEXT_PRIMARY };
b.spawn((
Text::new(entry.display_name.clone()),
chip_font.clone(),
TextColor(text_color),
));
});
}
});
}
/// Spawns the Ace + back preview pair for a theme picker chip.
///
/// When `thumbnails` is `Some(_)` and both handles are non-default,
/// renders two `ImageNode` siblings (Ace on the left, back on the
/// right). When the thumbnails are missing or only partially loaded,
/// renders two muted `BG_ELEVATED` placeholder rectangles at the same
/// logical size — keeping the chip's overall footprint stable so the
/// picker row layout doesn't reflow as the cache fills in.
fn spawn_thumbnail_pair(
parent: &mut ChildSpawnerCommands,
thumbnails: Option<&ThemeThumbnailPair>,
) {
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
column_gap: VAL_SPACE_2,
align_items: AlignItems::Center,
..default()
})
.with_children(|pair| {
match thumbnails {
Some(t) if t.is_fully_populated() => {
spawn_thumbnail_image(pair, t.ace.clone());
spawn_thumbnail_image(pair, t.back.clone());
}
_ => {
spawn_thumbnail_placeholder(pair);
spawn_thumbnail_placeholder(pair);
}
}
});
}
/// Spawns one `ImageNode` thumbnail at the canonical preview size.
/// Tagged with [`ThemeThumbnailMarker`] so tests can scan a chip's
/// children for the rendered preview without crawling the whole UI.
fn spawn_thumbnail_image(parent: &mut ChildSpawnerCommands, image: Handle<Image>) {
parent.spawn((
ThemeThumbnailMarker,
ImageNode::new(image),
Node {
width: Val::Px(THUMBNAIL_LOGICAL_WIDTH_PX),
height: Val::Px(THUMBNAIL_LOGICAL_HEIGHT_PX),
..default()
},
));
}
/// Spawns a muted placeholder rectangle for the case where the cache
/// has not yet generated thumbnails for a theme — or when a user theme
/// is missing one of its preview SVGs. Same logical size as
/// [`spawn_thumbnail_image`] so chip layout stays stable.
fn spawn_thumbnail_placeholder(parent: &mut ChildSpawnerCommands) {
parent.spawn((
Node {
width: Val::Px(THUMBNAIL_LOGICAL_WIDTH_PX),
height: Val::Px(THUMBNAIL_LOGICAL_HEIGHT_PX),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(BG_ELEVATED),
));
}
/// Sync section row — shows different controls depending on whether a server
/// backend is configured.
fn sync_row(
parent: &mut ChildSpawnerCommands,
status_text: &str,
backend: &SyncBackend,
font_res: Option<&FontResource>,
) {
let status_font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_BODY,
..default()
};
let button_font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_CAPTION,
..default()
};
// Helper closure to spawn a small settings-style pill button.
let small_button = |row: &mut ChildSpawnerCommands,
marker: SettingsButton,
label: &str,
tooltip: String,
font: TextFont| {
row.spawn((
marker,
Button,
Tooltip::new(tooltip),
Node {
padding: UiRect::axes(VAL_SPACE_3, VAL_SPACE_2),
justify_content: JustifyContent::Center,
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(BG_ELEVATED_HI),
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|b| {
b.spawn((
Text::new(label.to_string()),
font,
TextColor(TEXT_PRIMARY),
));
});
};
parent
.spawn(Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_2,
..default()
})
.with_children(|col| {
// Status line + inline action buttons.
col.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_3,
flex_wrap: FlexWrap::Wrap,
row_gap: VAL_SPACE_2,
..default()
})
.with_children(|row| {
row.spawn((
SyncStatusText,
Text::new(status_text.to_string()),
status_font,
TextColor(TEXT_SECONDARY),
));
match backend {
SyncBackend::Local => {
small_button(
row,
SettingsButton::ConnectSync,
"Connect",
"Connect to a self-hosted Ferrous Solitaire sync server.".to_string(),
button_font,
);
}
SyncBackend::SolitaireServer { username, .. } => {
// Show the logged-in username as a secondary label.
row.spawn((
Text::new(format!("({username})")),
TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
small_button(
row,
SettingsButton::SyncNow,
"Sync Now",
"Push and pull stats now. Runs automatically on launch and exit.".to_string(),
button_font.clone(),
);
small_button(
row,
SettingsButton::DisconnectSync,
"Disconnect",
"Unlink this device from the sync server.".to_string(),
button_font.clone(),
);
small_button(
row,
SettingsButton::DeleteAccount,
"Delete Account",
"Permanently delete your account and all server data. Cannot be undone.".to_string(),
button_font,
);
}
}
});
});
}
fn label_text_font(font_res: Option<&FontResource>) -> TextFont {
TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_BODY_LG,
..default()
}
}
fn value_text_font(font_res: Option<&FontResource>) -> TextFont {
TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_BODY_LG,
..default()
}
}
/// Spawns a small square icon button (volume +/, toggle, cycle).
///
/// `tooltip` is the hover-reveal caption attached via [`Tooltip`]. Every
/// Settings icon button ships with one because the glyph alone (`+`, ``,
/// `⇄`) does not name what it adjusts; the tooltip carries that meaning.
/// Scans `user_theme_dir()` for `.zip` files and calls [`import_theme`] on
/// each one. On success, [`ThemeRegistry`] is refreshed in place and an
/// [`InfoToastEvent`] is fired per imported theme. `IdCollision` errors (theme
/// already installed) are silently skipped; all other errors produce a warning
/// toast. A final toast tells the player to reopen Settings to see new themes.
fn handle_scan_themes(
interaction_query: Query<(&Interaction, &SettingsButton), Changed<Interaction>>,
mut toast: MessageWriter<InfoToastEvent>,
mut registry: Option<ResMut<crate::theme::ThemeRegistry>>,
) {
for (interaction, button) in &interaction_query {
if *interaction != Interaction::Pressed {
continue;
}
if !matches!(button, SettingsButton::ScanThemes) {
continue;
}
let themes_dir = user_theme_dir();
let zips: Vec<std::path::PathBuf> = match std::fs::read_dir(&themes_dir) {
Ok(entries) => entries
.flatten()
.map(|e| e.path())
.filter(|p| p.extension().is_some_and(|ext| ext == "zip"))
.collect(),
Err(_) => {
toast.write(InfoToastEvent(
"Themes folder not found — drop .zip files there first.".to_string(),
));
return;
}
};
if zips.is_empty() {
toast.write(InfoToastEvent(
"No .zip files found in themes folder.".to_string(),
));
return;
}
let mut imported = 0u32;
let mut errors = 0u32;
for zip_path in &zips {
match import_theme(zip_path) {
Ok(theme_id) => {
toast.write(InfoToastEvent(format!(
"Imported theme '{}'.",
theme_id.as_str()
)));
imported += 1;
}
Err(ImportError::IdCollision { .. }) => {
// Already installed — silent skip.
}
Err(e) => {
let name = zip_path
.file_name()
.map(|n| n.to_string_lossy().into_owned())
.unwrap_or_default();
toast.write(InfoToastEvent(format!("Import failed ({name}): {e}")));
errors += 1;
}
}
}
if imported == 0 && errors == 0 {
toast.write(InfoToastEvent("All themes already installed.".to_string()));
return;
}
if imported > 0 {
if let Some(reg) = &mut registry {
refresh_registry(reg, &themes_dir);
}
toast.write(InfoToastEvent(
"Reopen Settings to see new themes in the picker.".to_string(),
));
}
}
}
/// A small pill-shaped settings button, matching the style used in `sync_row`.
fn pill_button(
parent: &mut ChildSpawnerCommands,
marker: SettingsButton,
label: &str,
tooltip: &'static str,
font_res: Option<&FontResource>,
) {
let font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_CAPTION,
..default()
};
parent
.spawn((
marker,
Button,
Tooltip::new(tooltip),
Node {
padding: UiRect::axes(VAL_SPACE_3, VAL_SPACE_2),
justify_content: JustifyContent::Center,
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(BG_ELEVATED_HI),
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|b| {
b.spawn((Text::new(label.to_string()), font, TextColor(TEXT_PRIMARY)));
});
}
/// "Import Theme" row: folder-path label + "Scan for new themes" button.
///
/// The player drops `.zip` theme archives into the themes folder shown here,
/// then presses the button. [`handle_scan_themes`] picks them up, validates,
/// and installs them. Reopen Settings to see newly imported themes in the
/// card-theme picker.
fn import_themes_row(parent: &mut ChildSpawnerCommands, font_res: Option<&FontResource>) {
let caption_font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_CAPTION,
..default()
};
parent
.spawn((
FocusRow,
Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_2,
..default()
},
))
.with_children(|col| {
// Folder path hint.
let path_str = user_theme_dir().to_string_lossy().into_owned();
col.spawn((
Text::new(format!("Drop .zip files into: {path_str}")),
caption_font,
TextColor(TEXT_SECONDARY),
));
// Scan button.
col.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
..default()
})
.with_children(|row| {
pill_button(
row,
SettingsButton::ScanThemes,
"Scan for new themes",
"Scan the themes folder for .zip archives and install any that are new.",
font_res,
);
});
});
}
fn icon_button(
parent: &mut ChildSpawnerCommands,
label: &str,
action: SettingsButton,
tooltip: &'static str,
font_res: Option<&FontResource>,
) {
let glyph_font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_BODY_LG,
..default()
};
parent
.spawn((
action,
Button,
Tooltip::new(tooltip),
Node {
width: Val::Px(ICON_BUTTON_PX),
height: Val::Px(ICON_BUTTON_PX),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(BG_ELEVATED_HI),
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|b| {
b.spawn((Text::new(label.to_string()), glyph_font, TextColor(TEXT_PRIMARY)));
});
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(SettingsPlugin::headless());
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
}
fn press(app: &mut App, key: KeyCode) {
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(key);
input.clear();
input.press(key);
}
#[test]
fn defaults_are_loaded() {
let app = headless_app();
assert_eq!(
app.world().resource::<SettingsResource>().0,
Settings::default()
);
}
#[test]
fn pressing_left_bracket_decreases_volume_and_emits_event() {
let mut app = headless_app();
let before = app.world().resource::<SettingsResource>().0.sfx_volume;
press(&mut app, KeyCode::BracketLeft);
app.update();
let after = app.world().resource::<SettingsResource>().0.sfx_volume;
assert!(after < before);
let events = app.world().resource::<Messages<SettingsChangedEvent>>();
let mut cursor = events.get_cursor();
assert_eq!(cursor.read(events).count(), 1);
}
#[test]
fn pressing_right_bracket_increases_volume() {
let mut app = headless_app();
app.world_mut().resource_mut::<SettingsResource>().0.sfx_volume = 0.5;
press(&mut app, KeyCode::BracketRight);
app.update();
let after = app.world().resource::<SettingsResource>().0.sfx_volume;
assert!((after - 0.6).abs() < 1e-3);
}
#[test]
fn clamped_change_does_not_emit_event() {
let mut app = headless_app();
app.world_mut().resource_mut::<SettingsResource>().0.sfx_volume = 1.0;
press(&mut app, KeyCode::BracketRight);
app.update();
let events = app.world().resource::<Messages<SettingsChangedEvent>>();
let mut cursor = events.get_cursor();
assert_eq!(cursor.read(events).count(), 0);
}
#[test]
fn volume_clamped_at_zero_does_not_emit_event() {
let mut app = headless_app();
app.world_mut().resource_mut::<SettingsResource>().0.sfx_volume = 0.0;
press(&mut app, KeyCode::BracketLeft);
app.update();
let after = app.world().resource::<SettingsResource>().0.sfx_volume;
assert!(after >= 0.0, "volume must not go below zero");
let events = app.world().resource::<Messages<SettingsChangedEvent>>();
let mut cursor = events.get_cursor();
assert_eq!(cursor.read(events).count(), 0, "no event when clamped at floor");
}
#[test]
fn pressing_o_toggles_settings_screen_flag() {
let mut app = headless_app();
assert!(!app.world().resource::<SettingsScreen>().0, "screen is closed initially");
press(&mut app, KeyCode::KeyO);
app.update();
assert!(app.world().resource::<SettingsScreen>().0, "O opens settings");
press(&mut app, KeyCode::KeyO);
app.update();
assert!(!app.world().resource::<SettingsScreen>().0, "second O closes settings");
}
// cycle_unlocked pure-function tests
#[test]
fn cycle_unlocked_wraps_at_end() {
// [0, 1, 2] → cycling from 2 wraps to 0
assert_eq!(cycle_unlocked(&[0, 1, 2], 2), 0);
}
#[test]
fn cycle_unlocked_advances_normally() {
assert_eq!(cycle_unlocked(&[0, 1, 2], 0), 1);
assert_eq!(cycle_unlocked(&[0, 1, 2], 1), 2);
}
#[test]
fn cycle_unlocked_single_element_stays() {
// Only one unlockable — cycling always returns it.
assert_eq!(cycle_unlocked(&[0], 0), 0);
}
#[test]
fn cycle_unlocked_current_not_in_list_falls_back_to_second() {
// current=5 is not in [0,1,2]; falls back to pos=0, so next = unlocked[1] = 1
assert_eq!(cycle_unlocked(&[0, 1, 2], 5), 1);
}
#[test]
fn cycle_unlocked_empty_returns_zero() {
assert_eq!(cycle_unlocked(&[], 0), 0);
}
#[test]
fn scroll_is_noop_when_settings_panel_closed() {
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
let mut app = headless_app();
// Panel starts closed (SettingsScreen(false)); spawn a scrollable entity.
let entity = app
.world_mut()
.spawn((SettingsPanelScrollable, ScrollPosition::default()))
.id();
// Send a downward scroll event while the panel is closed.
app.world_mut().write_message(MouseWheel {
unit: MouseScrollUnit::Line,
x: 0.0,
y: -3.0,
window: bevy::ecs::entity::Entity::PLACEHOLDER,
});
app.update();
// ScrollPosition must remain at 0.0 — panel was closed.
let offset = app
.world()
.entity(entity)
.get::<ScrollPosition>()
.unwrap()
.0.y;
assert_eq!(offset, 0.0, "scroll must not move when panel is closed");
}
#[test]
fn scroll_moves_offset_when_panel_open() {
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
let mut app = headless_app();
// Open the panel.
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
// Spawn a scrollable entity with an existing offset so we can distinguish clamping.
let entity = app
.world_mut()
.spawn((
SettingsPanelScrollable,
ScrollPosition(Vec2::new(0.0, 100.0)),
))
.id();
// Scroll down by 2 lines (50 px/line → +100 px added to offset_y).
app.world_mut().write_message(MouseWheel {
unit: MouseScrollUnit::Line,
x: 0.0,
y: -2.0,
window: bevy::ecs::entity::Entity::PLACEHOLDER,
});
app.update();
let offset = app
.world()
.entity(entity)
.get::<ScrollPosition>()
.unwrap()
.0.y;
assert!((offset - 200.0).abs() < 1e-3, "scrolling down should increase offset_y; got {offset}");
}
// -----------------------------------------------------------------------
// Phase 3 — keyboard focus ring, Settings buttons + FocusRow
// -----------------------------------------------------------------------
/// Headless app that runs the *real* (UI-enabled) `SettingsPlugin`
/// alongside `UiModalPlugin` and `UiFocusPlugin`, so the spawn /
/// auto-tag systems fire end-to-end without writing to disk.
fn headless_app_with_focus() -> App {
use crate::ui_focus::UiFocusPlugin;
use crate::ui_modal::UiModalPlugin;
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(UiModalPlugin)
.add_plugins(UiFocusPlugin)
.add_plugins(SettingsPlugin {
// No persistence — keep the test isolated.
storage_path: None,
ui_enabled: true,
});
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
}
#[test]
fn settings_buttons_get_focusable_marker() {
let mut app = headless_app_with_focus();
// Open the panel.
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
// Two more ticks: the first runs `sync_settings_panel_visibility`
// and queues the spawn commands; the second flushes them and
// runs `attach_focusable_to_settings_buttons`.
app.update();
app.update();
// Every bespoke `SettingsButton` (not `Done`, which is also a
// `ModalButton`) must carry a `Focusable`.
let untagged: Vec<&SettingsButton> = app
.world_mut()
.query_filtered::<&SettingsButton, (With<Button>, Without<Focusable>, Without<ModalButton>)>()
.iter(app.world())
.collect();
assert!(
untagged.is_empty(),
"every bespoke Settings button must carry Focusable; missing: {:?}",
untagged
);
// And there must be at least one tagged `SettingsButton` so the
// assertion above isn't vacuously true (the panel really did
// spawn).
let tagged_count = app
.world_mut()
.query_filtered::<&SettingsButton, With<Focusable>>()
.iter(app.world())
.count();
assert!(
tagged_count >= 6,
"expected the panel to spawn many bespoke buttons (volume up/down ×2, toggles ×4, sync, swatches…); got {tagged_count}"
);
}
/// Every bespoke `SettingsButton` (volume +/, toggles, swatches,
/// Sync Now) must spawn with a `Tooltip` so the glyph-only icons and
/// indexed swatches carry hover-reveal context. Mirrors
/// `settings_buttons_get_focusable_marker` (Phase 3 focus test) so
/// the invariant — every interactive Settings element except the
/// `Done` modal button has a tooltip — is asserted consistently.
#[test]
fn settings_buttons_carry_tooltip() {
let mut app = headless_app_with_focus();
// Open the panel and let spawn + child-flush run.
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
app.update();
app.update();
// No bespoke `SettingsButton` (i.e. excluding `Done`, which is
// also a `ModalButton`) may be missing a `Tooltip`.
let untipped: Vec<&SettingsButton> = app
.world_mut()
.query_filtered::<&SettingsButton, (With<Button>, Without<Tooltip>, Without<ModalButton>)>()
.iter(app.world())
.collect();
assert!(
untipped.is_empty(),
"every bespoke Settings button must carry Tooltip; missing: {:?}",
untipped
);
// And there must be at least 6 tipped buttons so the assertion
// above isn't vacuously true: SFX +/, Music +/, Draw Mode,
// Anim Speed, Theme, Color-blind, Sync Now, plus at least one
// card-back and one background swatch — well over the floor.
let tipped_count = app
.world_mut()
.query_filtered::<&SettingsButton, With<Tooltip>>()
.iter(app.world())
.count();
assert!(
tipped_count >= 6,
"expected the panel to spawn many tooltipped buttons; got {tipped_count}"
);
// Spot-check: with default (Local) settings the Connect button
// spawns. We verify its tooltip carries the canonical microcopy.
let connect_tip = app
.world_mut()
.query::<(&SettingsButton, &Tooltip)>()
.iter(app.world())
.find_map(|(btn, tip)| {
matches!(btn, SettingsButton::ConnectSync).then(|| tip.0.clone())
})
.expect("Connect button should spawn with a Tooltip when backend is Local");
assert_eq!(
connect_tip.as_ref(),
"Connect to a self-hosted Ferrous Solitaire sync server.",
"ConnectSync tooltip must use the canonical microcopy"
);
}
#[test]
fn settings_picker_rows_get_focus_row_marker() {
let mut app = headless_app_with_focus();
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
app.update();
app.update();
// Two picker rows are spawned (card-back + background); each
// must carry the FocusRow marker.
let row_count = app
.world_mut()
.query_filtered::<Entity, With<FocusRow>>()
.iter(app.world())
.count();
assert!(
row_count >= 2,
"expected at least two FocusRow containers (card-back + background); got {row_count}"
);
}
/// Test 3 of the thumbnail-picker spec: when [`ThemeRegistry`] has
/// at least one theme and the [`ThemeThumbnailCache`] holds a
/// fully-populated [`ThemeThumbnailPair`] for that theme's id, the
/// rendered chip carries a [`ThemeThumbnailMarker`]-tagged
/// `ImageNode` for each preview slot.
#[test]
fn theme_picker_chip_includes_thumbnail_sprite_when_thumbnails_loaded() {
use crate::theme::{ThemeEntry, ThemeRegistry, ThemeThumbnailCache, ThemeThumbnailPair};
let mut app = headless_app_with_focus();
// Prime an Assets<Image> resource so we can mint stable handles
// for the synthetic thumbnail pair.
app.init_resource::<Assets<Image>>();
let (ace_handle, back_handle) = {
let mut images = app.world_mut().resource_mut::<Assets<Image>>();
let ace = images.add(Image::default());
let back = images.add(Image::default());
(ace, back)
};
// Inject one theme entry + a matching thumbnail pair.
app.insert_resource(ThemeRegistry {
entries: vec![ThemeEntry {
id: "test_theme".into(),
display_name: "Test Theme".into(),
manifest_url: "themes://test_theme/theme.ron".into(),
meta: crate::theme::ThemeMeta {
id: "test_theme".into(),
name: "Test Theme".into(),
author: "x".into(),
version: "x".into(),
card_aspect: (2, 3),
},
}],
});
let mut cache = ThemeThumbnailCache::default();
cache.entries.insert(
"test_theme".into(),
ThemeThumbnailPair {
ace: ace_handle.clone(),
back: back_handle.clone(),
},
);
app.insert_resource(cache);
// Open the panel and let the spawn + child-flush systems run.
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
app.update();
app.update();
// Find every ImageNode tagged with ThemeThumbnailMarker — the
// theme picker chip for "test_theme" must contribute exactly
// two of them (ace + back).
let thumbnail_count = app
.world_mut()
.query_filtered::<&ImageNode, With<ThemeThumbnailMarker>>()
.iter(app.world())
.count();
assert!(
thumbnail_count >= 2,
"expected at least one ace + back thumbnail (2 sprites); got {thumbnail_count}"
);
// Spot-check: at least one thumbnail's image handle matches one
// of the ones we inserted into the cache. This guards against a
// future refactor that accidentally clones the wrong handle.
let any_matches = app
.world_mut()
.query_filtered::<&ImageNode, With<ThemeThumbnailMarker>>()
.iter(app.world())
.any(|node| node.image == ace_handle || node.image == back_handle);
assert!(
any_matches,
"at least one rendered thumbnail must reuse the cached handle"
);
}
// -----------------------------------------------------------------------
// Window geometry persistence
// -----------------------------------------------------------------------
#[test]
fn should_persist_geometry_respects_debounce_window() {
// Within the debounce window: not yet.
assert!(!should_persist_geometry(10.0, 9.7));
assert!(!should_persist_geometry(
10.0,
10.0 - WINDOW_GEOMETRY_DEBOUNCE_SECS + 0.01
));
// Exactly the debounce window: allowed (>= comparison).
assert!(should_persist_geometry(
10.0,
10.0 - WINDOW_GEOMETRY_DEBOUNCE_SECS
));
// Well past the debounce window: allowed.
assert!(should_persist_geometry(20.0, 10.0));
}
#[test]
fn merge_geometry_uses_existing_when_event_components_missing() {
let existing = WindowGeometry { width: 1280, height: 800, x: 100, y: 50 };
// Position-only event keeps existing size.
let merged = merge_geometry(Some(existing), None, Some((200, 75))).unwrap();
assert_eq!(merged.width, 1280);
assert_eq!(merged.height, 800);
assert_eq!(merged.x, 200);
assert_eq!(merged.y, 75);
// Size-only event keeps existing position.
let merged = merge_geometry(Some(existing), Some((1024, 768)), None).unwrap();
assert_eq!(merged.width, 1024);
assert_eq!(merged.height, 768);
assert_eq!(merged.x, 100);
assert_eq!(merged.y, 50);
}
#[test]
fn merge_geometry_returns_none_when_size_unknown() {
// No existing geometry, no size in the event → can't fabricate one.
assert!(merge_geometry(None, None, Some((10, 20))).is_none());
}
/// Drives `app.update()` past [`WINDOW_GEOMETRY_DEBOUNCE_SECS`] using
/// `TimeUpdateStrategy::ManualDuration`. `Time<Virtual>` clamps each
/// frame's delta to `max_delta` (default 250 ms), so we step in 150 ms
/// slices and run enough ticks to comfortably exceed the debounce
/// window after the first record tick has set `last_changed_secs`.
fn advance_past_geometry_debounce(app: &mut App) {
use bevy::time::TimeUpdateStrategy;
use std::time::Duration;
app.insert_resource(TimeUpdateStrategy::ManualDuration(Duration::from_secs_f32(
0.15,
)));
// Tick 1 sets last_changed_secs from any pending events. Each
// subsequent tick advances the clock by 150 ms; five ticks total
// buys 0.75 s of elapsed time relative to the record tick — well
// past the 0.5 s debounce window.
for _ in 0..5 {
app.update();
}
}
fn fire_resize(app: &mut App, width: f32, height: f32) {
app.world_mut().write_message(WindowResized {
window: bevy::ecs::entity::Entity::PLACEHOLDER,
width,
height,
});
}
fn fire_move(app: &mut App, x: i32, y: i32) {
app.world_mut().write_message(WindowMoved {
window: bevy::ecs::entity::Entity::PLACEHOLDER,
position: IVec2::new(x, y),
});
}
#[test]
fn resize_event_then_quiet_persists_window_geometry() {
let mut app = headless_app();
// Sanity: geometry starts unset (default).
assert!(
app.world()
.resource::<SettingsResource>()
.0
.window_geometry
.is_none()
);
// Fire a resize, then go quiet for past the debounce.
fire_resize(&mut app, 1500.0, 950.0);
advance_past_geometry_debounce(&mut app);
let geom = app
.world()
.resource::<SettingsResource>()
.0
.window_geometry
.expect("geometry should be persisted after debounce");
assert_eq!(geom.width, 1500);
assert_eq!(geom.height, 950);
// Position not yet observed → defaults to 0, 0 since there was
// no existing geometry to fall back on.
assert_eq!(geom.x, 0);
assert_eq!(geom.y, 0);
}
#[test]
fn move_event_after_resize_updates_position_only() {
let mut app = headless_app();
// First, establish a baseline geometry via a resize event.
fire_resize(&mut app, 1280.0, 800.0);
advance_past_geometry_debounce(&mut app);
let baseline = app
.world()
.resource::<SettingsResource>()
.0
.window_geometry
.unwrap();
assert_eq!(baseline.width, 1280);
// Now fire a move-only event — size must be preserved from the
// existing geometry.
fire_move(&mut app, 250, 175);
advance_past_geometry_debounce(&mut app);
let geom = app
.world()
.resource::<SettingsResource>()
.0
.window_geometry
.unwrap();
assert_eq!(geom.width, 1280, "size must be preserved across a move-only update");
assert_eq!(geom.height, 800);
assert_eq!(geom.x, 250);
assert_eq!(geom.y, 175);
}
#[test]
fn rapid_resize_storm_only_persists_final_size() {
let mut app = headless_app();
// Burst of resize events on a single frame — only the last one
// should be the eventually-persisted size.
fire_resize(&mut app, 900.0, 600.0);
fire_resize(&mut app, 1100.0, 700.0);
fire_resize(&mut app, 1400.0, 850.0);
advance_past_geometry_debounce(&mut app);
let geom = app
.world()
.resource::<SettingsResource>()
.0
.window_geometry
.unwrap();
assert_eq!((geom.width, geom.height), (1400, 850));
}
#[test]
fn no_window_events_no_geometry_change() {
let mut app = headless_app();
// Just advance time — without any events, settings must stay clean.
advance_past_geometry_debounce(&mut app);
assert!(
app.world()
.resource::<SettingsResource>()
.0
.window_geometry
.is_none()
);
}
#[test]
fn scroll_clamps_offset_to_zero_at_top() {
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
let mut app = headless_app();
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
// Entity starts at 10 px offset.
let entity = app
.world_mut()
.spawn((
SettingsPanelScrollable,
ScrollPosition(Vec2::new(0.0, 10.0)),
))
.id();
// Scroll up by 5 lines → would subtract 250 px, but must clamp to 0.
app.world_mut().write_message(MouseWheel {
unit: MouseScrollUnit::Line,
x: 0.0,
y: 5.0,
window: bevy::ecs::entity::Entity::PLACEHOLDER,
});
app.update();
let offset = app
.world()
.entity(entity)
.get::<ScrollPosition>()
.unwrap()
.0.y;
assert_eq!(offset, 0.0, "scrolling past top must clamp to 0, got {offset}");
}
}