Files
Ferrous-Solitaire/solitaire_engine/src/settings_plugin/ui.rs
T
funman300 50d6d41d85
Test / test (pull_request) Failing after 7m15s
feat(engine): tabbed Settings panel — Phase A of the menu redesign
Replaces the 37-row single-scroll settings modal with five tabs
(Audio, Gameplay, Appearance, Accessibility, Account); only the active
tab's rows spawn, so every tab fits without scroll-hunting.

- SettingsTab + ActiveSettingsTab (session-only) + SettingsTabButton
  chips under the modal header; rebuild-on-switch mirrors the
  leaderboard despawn/respawn pattern via a shared build_panel helper
- Accessibility tab gathers color-blind, high-contrast, reduce-motion,
  touch-input, and tooltip-delay from the old Gameplay/Cosmetic mix;
  Account = Sync + Privacy
- SettingsButton enum, input handlers, and persistence untouched
- Tests: per-tab Focusable/Tooltip sweeps, tab-switch rebuild test,
  picker/thumbnail tests pinned to the Appearance tab

Plan: docs/ui-redesign-2026-07.md (also added, phases A–M)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:47:06 -07:00

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//! Settings panel construction: the spawn function and row builders.
use super::*;
use std::path::PathBuf;
use solitaire_data::Settings;
use solitaire_data::settings::SyncBackend;
#[cfg(not(target_arch = "wasm32"))]
use crate::assets::user_theme_dir;
use crate::events::InfoToastEvent;
use crate::font_plugin::FontResource;
use crate::theme::ThemeThumbnailPair;
#[cfg(not(target_arch = "wasm32"))]
use crate::theme::{ImportError, import_theme, refresh_registry};
use crate::ui_focus::FocusRow;
use crate::ui_modal::{
ButtonVariant, spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header,
};
use crate::ui_theme::{
BG_BASE, BG_ELEVATED, BG_ELEVATED_HI, BORDER_SUBTLE, HighContrastBorder, RADIUS_SM,
STATE_SUCCESS, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION,
VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL,
};
use crate::ui_tooltip::Tooltip;
/// 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)]
pub(super) 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,
active_tab: SettingsTab,
) {
spawn_modal(commands, SettingsPanel, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, "Settings", font_res);
// Tab chips — one group of rows on screen at a time, no
// scroll-hunting (Phase A, docs/ui-redesign-2026-07.md).
card.spawn((
FocusRow,
Node {
flex_direction: FlexDirection::Row,
flex_wrap: FlexWrap::Wrap,
column_gap: VAL_SPACE_2,
row_gap: VAL_SPACE_2,
margin: UiRect::bottom(VAL_SPACE_3),
..default()
},
))
.with_children(|row| {
for tab in SettingsTab::ALL {
tab_chip(row, tab, tab == active_tab, font_res);
}
});
// Scrollable body — most tabs fit without scrolling, but the
// Appearance pickers can still overflow 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| match active_tab {
SettingsTab::Audio => spawn_audio_tab(body, settings, font_res),
SettingsTab::Gameplay => spawn_gameplay_tab(body, settings, font_res),
SettingsTab::Appearance => spawn_appearance_tab(
body,
settings,
unlocked_card_backs,
unlocked_backgrounds,
themes,
theme_overrides_back,
font_res,
),
SettingsTab::Accessibility => spawn_accessibility_tab(body, settings, font_res),
SettingsTab::Account => spawn_account_tab(body, settings, sync_status, 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,
);
});
});
}
/// One Settings tab chip. The active chip is filled + bright; inactive
/// chips are quiet outlines.
fn tab_chip(
parent: &mut ChildSpawnerCommands,
tab: SettingsTab,
active: bool,
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((
SettingsTabButton(tab),
Button,
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(if active { BG_ELEVATED_HI } else { BG_BASE }),
BorderColor::all(if active { STATE_SUCCESS } else { BORDER_SUBTLE }),
HighContrastBorder::with_default(if active { STATE_SUCCESS } else { BORDER_SUBTLE }),
))
.with_children(|b| {
b.spawn((
Text::new(tab.label()),
font,
TextColor(if active { TEXT_PRIMARY } else { TEXT_SECONDARY }),
));
});
}
/// Audio tab: the two volume rows.
fn spawn_audio_tab(
body: &mut ChildSpawnerCommands,
settings: &Settings,
font_res: Option<&FontResource>,
) {
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 tab: rules and pacing.
fn spawn_gameplay_tab(
body: &mut ChildSpawnerCommands,
settings: &Settings,
font_res: Option<&FontResource>,
) {
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,
);
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,
);
}
/// Appearance tab: felt, deck art, backgrounds, and the theme system.
#[allow(clippy::too_many_arguments)]
fn spawn_appearance_tab(
body: &mut ChildSpawnerCommands,
settings: &Settings,
unlocked_card_backs: &[usize],
unlocked_backgrounds: &[usize],
themes: &[ThemePickerEntry],
theme_overrides_back: bool,
font_res: Option<&FontResource>,
) {
toggle_row(
body,
"Theme",
ThemeText,
theme_label(&settings.theme),
SettingsButton::ToggleTheme,
"Cycle felt color: Green, Blue, Dark.",
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,
);
}
#[cfg(not(target_arch = "wasm32"))]
import_themes_row(body, font_res);
#[cfg(not(target_arch = "wasm32"))]
theme_store_row(body, font_res);
}
/// Accessibility tab: perception and input assists, gathered from the
/// old Gameplay/Cosmetic sections so they're findable in one place.
fn spawn_accessibility_tab(
body: &mut ChildSpawnerCommands,
settings: &Settings,
font_res: Option<&FontResource>,
) {
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,
);
toggle_row(
body,
"Touch Input Mode",
TouchInputModeText,
touch_input_mode_label(&settings.touch_input_mode),
SettingsButton::ToggleTouchInputMode,
"One-tap: tap a card to auto-move it. Tap to select: first tap selects a card, second tap on a pile moves it.",
font_res,
);
tooltip_delay_row(body, settings.tooltip_delay_secs, font_res);
}
/// Account tab: privacy opt-in (when analytics is configured) and the
/// sync backend controls.
fn spawn_account_tab(
body: &mut ChildSpawnerCommands,
settings: &Settings,
sync_status: &str,
font_res: Option<&FontResource>,
) {
// --- 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);
}
/// Section divider — small lavender label inside the scrollable body.
pub(super) 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)]
pub(super) 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"`.
pub(super) 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.
pub(super) 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.
pub(super) 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)]
pub(super) 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)]
pub(super) 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.
pub(super) 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`]).
pub(super) 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.
pub(super) 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.
pub(super) 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.
pub(super) 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.
pub(super) 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,
);
}
}
});
});
}
pub(super) 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()
}
}
pub(super) 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.
#[cfg(not(target_arch = "wasm32"))]
pub(super) 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<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(),
));
}
}
}
#[cfg(not(target_arch = "wasm32"))]
/// A small pill-shaped settings button, matching the style used in `sync_row`.
pub(super) 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.
#[cfg(not(target_arch = "wasm32"))]
pub(super) 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,
);
});
});
}
/// "Theme store" row: one pill button that closes Settings and opens
/// the in-game theme-store modal (`theme_store_plugin`). Sits directly
/// under the Import row so both install paths live together.
#[cfg(not(target_arch = "wasm32"))]
pub(super) fn theme_store_row(parent: &mut ChildSpawnerCommands, font_res: Option<&FontResource>) {
parent
.spawn((
FocusRow,
Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
..default()
},
))
.with_children(|row| {
pill_button(
row,
SettingsButton::OpenThemeStore,
"Browse theme store",
"Download themes from your sync server without leaving the game.",
font_res,
);
});
}
pub(super) 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
// ---------------------------------------------------------------------------