Files
Ferrous-Solitaire/solitaire_engine/src/table_plugin.rs
T
funman300 366fd6d127
CI / Test & Lint (push) Failing after 19s
CI / Release Build (push) Has been skipped
fix(engine): snap cards directly on window resize
on_window_resized was firing StateChangedEvent on every WindowResized
event. That ran sync_cards_on_change → update_card_entity, which
inserts a CardAnim slide tween for every card whose target moves >1
unit. During a corner drag the resize fires every frame, retargeting
the slide each time from the cards' current mid-tween positions, so
cards never reach steady state — the visible "snap back and forth"
jitter reported during the 2026-04-29 smoke test.

Replace the StateChangedEvent emit with a direct snap path:

- Add LayoutSystem::UpdateOnResize SystemSet in layout.rs so cross-
  plugin ordering is explicit (Bevy's automatic conflict-based order
  only forces non-parallel execution, not a particular order).
- table_plugin::on_window_resized: drop the StateChangedEvent emit;
  mark the system in_set(LayoutSystem::UpdateOnResize). It already
  snaps backgrounds and pile markers directly, so this aligns cards
  with the same instant-snap policy.
- card_plugin: new snap_cards_on_window_resize system listens for
  WindowResized, runs .after(LayoutSystem::UpdateOnResize), writes
  fresh transforms via the existing card_positions() helper, and
  removes any in-flight CardAnim. It also reapplies the stock-empty
  indicator so the "↺" label's font_size (derived from
  layout.card_size.x) still rescales on resize.

Other StateChangedEvent listeners — start_settle_anim,
detect_auto_complete, clear_selection_on_state_change, check_no_moves,
reset_hint_cycle_on_state_change, clear_right_click_highlights — no
longer fire spuriously on resize. They should not fire on a layout
change anyway; that was a pre-existing minor bug masked by the
jitter.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 22:44:08 +00:00

570 lines
20 KiB
Rust
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
//! Renders the static table: felt background and empty pile markers.
//!
//! Pile markers are translucent rectangles that sit beneath any cards. They
//! remain visible only where a pile is empty, so the player can see where to
//! drop cards. All geometry comes from `LayoutResource`.
use bevy::prelude::*;
use bevy::window::WindowResized;
use solitaire_core::card::Suit;
use solitaire_core::pile::PileType;
use crate::events::{HintVisualEvent, StateChangedEvent};
use crate::layout::{compute_layout, Layout, LayoutResource, LayoutSystem};
#[cfg(test)]
use crate::layout::TABLE_COLOUR;
use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
#[cfg(test)]
use solitaire_data::Theme;
/// Holds pre-loaded [`Handle<Image>`]s for the 5 selectable table backgrounds.
///
/// Loaded once at startup by [`load_background_images`]. Index 0 is the
/// default; indices 14 are unlockable.
#[derive(Resource)]
pub struct BackgroundImageSet {
/// One handle per background slot (indices 04).
pub handles: Vec<Handle<Image>>,
}
/// Z-depth used for the background — below everything.
const Z_BACKGROUND: f32 = -10.0;
/// Z-depth used for pile markers — below cards (which start at 0) but above
/// the background.
const Z_PILE_MARKER: f32 = -1.0;
/// Marker component for the table felt background.
#[derive(Component, Debug)]
pub struct TableBackground;
/// Marker component attached to each of the 13 empty-pile placeholders.
#[derive(Component, Debug, Clone)]
pub struct PileMarker(pub PileType);
/// Attached to a `PileMarker` entity when it has been temporarily tinted gold
/// as a hint destination. Stores the remaining countdown and the original sprite
/// colour so it can be restored when the timer expires.
#[derive(Component, Debug, Clone)]
pub struct HintPileHighlight {
/// Seconds remaining before the pile marker colour is restored.
pub timer: f32,
/// The sprite colour the marker had before the hint tint was applied.
pub original_color: Color,
}
/// Registers the table background and pile-marker rendering.
pub struct TablePlugin;
impl Plugin for TablePlugin {
fn build(&self, app: &mut App) {
// Register WindowResized so the plugin works under MinimalPlugins in
// tests. Under DefaultPlugins, bevy_window has already registered it
// and this call is a no-op.
app.add_message::<WindowResized>()
.add_message::<SettingsChangedEvent>()
.add_message::<HintVisualEvent>()
.add_message::<StateChangedEvent>()
.add_systems(Startup, load_background_images.before(setup_table))
.add_systems(Startup, setup_table)
.add_systems(
Update,
(
on_window_resized.in_set(LayoutSystem::UpdateOnResize),
apply_theme_on_settings_change,
apply_hint_pile_highlight,
tick_hint_pile_highlights,
),
);
}
}
/// Loads the 5 background PNG files at startup via the Bevy `AssetServer` and
/// stores their [`Handle<Image>`]s in [`BackgroundImageSet`].
fn load_background_images(asset_server: Option<Res<AssetServer>>, mut commands: Commands) {
let Some(asset_server) = asset_server else {
// AssetServer absent (e.g. MinimalPlugins in tests) — insert an
// empty set so setup_table can proceed using a default handle.
commands.insert_resource(BackgroundImageSet { handles: Vec::new() });
return;
};
let handles = (0..5)
.map(|i| asset_server.load(format!("backgrounds/bg_{i}.png")))
.collect();
commands.insert_resource(BackgroundImageSet { handles });
}
/// Returns the felt colour for a given theme.
///
/// Only used in tests — the runtime path now picks a PNG image via
/// [`BackgroundImageSet`] rather than a solid colour.
#[cfg(test)]
fn theme_colour(theme: &Theme) -> Color {
match theme {
Theme::Green => Color::srgb(TABLE_COLOUR[0], TABLE_COLOUR[1], TABLE_COLOUR[2]),
Theme::Blue => Color::srgb(0.059, 0.196, 0.322),
Theme::Dark => Color::srgb(0.08, 0.08, 0.10),
}
}
/// Effective table background colour: unlocked background index overrides the
/// Theme when `selected_background > 0`.
///
/// Only used in tests — the runtime path now picks a PNG image via
/// [`BackgroundImageSet`] rather than a solid colour.
#[cfg(test)]
fn effective_background_colour(theme: &Theme, selected_background: usize) -> Color {
match selected_background {
0 => theme_colour(theme),
1 => Color::srgb(0.25, 0.18, 0.10), // dark wood
2 => Color::srgb(0.05, 0.08, 0.22), // navy
3 => Color::srgb(0.30, 0.05, 0.08), // burgundy
_ => Color::srgb(0.12, 0.12, 0.14), // charcoal (4+)
}
}
fn default_window_size(window: &Window) -> Vec2 {
Vec2::new(window.resolution.width(), window.resolution.height())
}
fn setup_table(
mut commands: Commands,
windows: Query<&Window>,
existing_camera: Query<(), With<Camera>>,
settings: Option<Res<SettingsResource>>,
bg_images: Option<Res<BackgroundImageSet>>,
) {
// Only spawn a camera if one does not already exist (e.g. a parent app
// may have added one in tests).
if existing_camera.is_empty() {
commands.spawn(Camera2d);
}
let window_size = windows
.iter()
.next()
.map(default_window_size)
.unwrap_or(Vec2::new(1280.0, 800.0));
let layout = compute_layout(window_size);
let selected_bg = settings
.as_ref()
.map(|s| s.0.selected_background)
.unwrap_or(0);
let image_handle = bg_images
.as_ref()
.and_then(|set| set.handles.get(selected_bg).cloned())
.unwrap_or_default();
spawn_background(&mut commands, window_size, image_handle);
spawn_pile_markers(&mut commands, &layout);
commands.insert_resource(LayoutResource(layout));
}
/// Spawns the felt background sprite using a PNG image handle.
///
/// The sprite covers the window at twice the window size so brief resize gaps
/// are never visible. The image is tinted `Color::WHITE` (no tint) so the PNG
/// pixel data is rendered as-is.
fn spawn_background(commands: &mut Commands, window_size: Vec2, image: Handle<Image>) {
// Spawn a sprite covering the window. We give it the window size plus
// headroom so resizing up doesn't expose edges before the resize handler
// runs.
commands.spawn((
Sprite {
image,
color: Color::WHITE,
custom_size: Some(window_size * 2.0),
..default()
},
Transform::from_xyz(0.0, 0.0, Z_BACKGROUND),
TableBackground,
));
}
/// Reacts to settings changes by updating the background sprite's image handle.
///
/// When [`BackgroundImageSet`] is available the selected PNG handle is applied
/// directly (color is kept at `Color::WHITE` so the PNG pixel data shows
/// unmodified). If the resource is not yet ready the sprite is left unchanged.
fn apply_theme_on_settings_change(
mut events: MessageReader<SettingsChangedEvent>,
mut backgrounds: Query<&mut Sprite, With<TableBackground>>,
bg_images: Option<Res<BackgroundImageSet>>,
) {
let Some(ev) = events.read().last() else {
return;
};
let Some(set) = bg_images else {
// BackgroundImageSet not ready yet — leave sprite unchanged.
return;
};
let selected = ev.0.selected_background;
let Some(handle) = set.handles.get(selected).cloned() else {
return;
};
for mut sprite in &mut backgrounds {
sprite.image = handle.clone();
sprite.color = Color::WHITE;
}
}
/// Returns the single-letter suit symbol used on empty foundation markers.
///
/// Matches the same ASCII convention used by `CardPlugin` for card labels.
pub fn suit_symbol(suit: &Suit) -> &'static str {
match suit {
Suit::Spades => "S",
Suit::Hearts => "H",
Suit::Diamonds => "D",
Suit::Clubs => "C",
}
}
fn spawn_pile_markers(commands: &mut Commands, layout: &Layout) {
let marker_colour = Color::srgba(1.0, 1.0, 1.0, 0.08);
let marker_size = layout.card_size;
let font_size = layout.card_size.x * 0.28;
let mut piles: Vec<PileType> = Vec::with_capacity(13);
piles.push(PileType::Stock);
piles.push(PileType::Waste);
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] {
piles.push(PileType::Foundation(suit));
}
for i in 0..7 {
piles.push(PileType::Tableau(i));
}
for pile in piles {
let pos = layout.pile_positions[&pile];
let mut entity = commands.spawn((
Sprite {
color: marker_colour,
custom_size: Some(marker_size),
..default()
},
Transform::from_xyz(pos.x, pos.y, Z_PILE_MARKER),
PileMarker(pile.clone()),
));
// Task #35 — suit symbol on empty foundation placeholders.
if let PileType::Foundation(suit) = &pile {
let symbol = suit_symbol(suit).to_string();
entity.with_children(|b| {
b.spawn((
Text2d::new(symbol),
TextFont { font_size, ..default() },
TextColor(Color::srgba(1.0, 1.0, 1.0, 0.45)),
Transform::from_xyz(0.0, 0.0, 0.1),
));
});
}
// Task #43 — King indicator on empty tableau placeholders.
if let PileType::Tableau(_) = &pile {
entity.with_children(|b| {
b.spawn((
Text2d::new("K"),
TextFont { font_size, ..default() },
TextColor(Color::srgba(1.0, 1.0, 1.0, 0.35)),
Transform::from_xyz(0.0, 0.0, 0.1),
));
});
}
}
}
#[allow(clippy::type_complexity)]
fn on_window_resized(
mut events: MessageReader<WindowResized>,
mut layout_res: Option<ResMut<LayoutResource>>,
mut backgrounds: Query<
(&mut Sprite, &mut Transform),
(With<TableBackground>, Without<PileMarker>),
>,
mut markers: Query<(&PileMarker, &mut Sprite, &mut Transform), Without<TableBackground>>,
) {
let Some(ev) = events.read().last() else {
return;
};
let window_size = Vec2::new(ev.width, ev.height);
let new_layout = compute_layout(window_size);
if let Some(layout_res) = layout_res.as_deref_mut() {
layout_res.0 = new_layout.clone();
}
for (mut sprite, mut transform) in &mut backgrounds {
sprite.custom_size = Some(window_size * 2.0);
transform.translation.x = 0.0;
transform.translation.y = 0.0;
}
for (marker, mut sprite, mut transform) in &mut markers {
if let Some(pos) = new_layout.pile_positions.get(&marker.0) {
sprite.custom_size = Some(new_layout.card_size);
transform.translation.x = pos.x;
transform.translation.y = pos.y;
}
}
// Card sprites are repositioned by `card_plugin::snap_cards_on_window_resize`
// running `.after(LayoutSystem::UpdateOnResize)` — that system snaps card
// transforms directly to the new layout instead of going through
// `StateChangedEvent → sync_cards → CardAnim` which would retarget the
// slide tween every frame during a corner drag (the visible "snap back
// and forth" jitter).
}
// ---------------------------------------------------------------------------
// Task #6 — Hint pile-marker highlight
// ---------------------------------------------------------------------------
/// Gold tint applied to a `PileMarker` sprite when it is the current hint
/// destination.
const HINT_PILE_HIGHLIGHT_COLOUR: Color = Color::srgb(1.0, 0.85, 0.1);
/// Listens for `HintVisualEvent` and tints the matching `PileMarker` entity
/// gold for 2 s, storing the original colour in `HintPileHighlight` so it can
/// be restored when the timer expires.
///
/// If the pile marker already has a `HintPileHighlight` from a previous hint
/// press, the timer is reset to 2 s without changing `original_color`.
fn apply_hint_pile_highlight(
mut events: MessageReader<HintVisualEvent>,
mut commands: Commands,
mut pile_markers: Query<(Entity, &PileMarker, &mut Sprite, Option<&HintPileHighlight>)>,
) {
for ev in events.read() {
for (entity, pile_marker, mut sprite, existing) in pile_markers.iter_mut() {
if pile_marker.0 != ev.dest_pile {
continue;
}
let original_color = existing
.map(|h| h.original_color)
.unwrap_or(sprite.color);
sprite.color = HINT_PILE_HIGHLIGHT_COLOUR;
commands.entity(entity).insert(HintPileHighlight {
timer: 2.0,
original_color,
});
}
}
}
/// Counts down `HintPileHighlight::timer` each frame and restores the original
/// pile marker colour when the timer expires.
fn tick_hint_pile_highlights(
mut commands: Commands,
time: Res<Time>,
mut pile_markers: Query<(Entity, &mut Sprite, &mut HintPileHighlight)>,
) {
let dt = time.delta_secs();
for (entity, mut sprite, mut highlight) in pile_markers.iter_mut() {
highlight.timer -= dt;
if highlight.timer <= 0.0 {
sprite.color = highlight.original_color;
commands.entity(entity).remove::<HintPileHighlight>();
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
/// Minimal headless app — omits windowing so pile markers are spawned with
/// the default 1280×800 layout and no camera is created.
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(GamePlugin)
.add_plugins(TablePlugin);
app.update();
app
}
#[test]
fn table_plugin_spawns_thirteen_pile_markers() {
let mut app = headless_app();
let count = app
.world_mut()
.query::<&PileMarker>()
.iter(app.world())
.count();
assert_eq!(count, 13);
}
#[test]
fn table_plugin_spawns_one_background() {
let mut app = headless_app();
let count = app
.world_mut()
.query::<&TableBackground>()
.iter(app.world())
.count();
assert_eq!(count, 1);
}
#[test]
fn table_plugin_inserts_layout_resource() {
let app = headless_app();
assert!(app.world().get_resource::<LayoutResource>().is_some());
}
#[test]
fn every_pile_marker_has_unique_type() {
let mut app = headless_app();
let mut types: Vec<PileType> = app
.world_mut()
.query::<&PileMarker>()
.iter(app.world())
.map(|m| m.0.clone())
.collect();
types.sort_by_key(|p| format!("{p:?}"));
types.dedup();
assert_eq!(types.len(), 13);
}
// -----------------------------------------------------------------------
// Pure-function tests (no Bevy app required)
// -----------------------------------------------------------------------
#[test]
fn all_three_themes_produce_distinct_colours() {
let green = theme_colour(&Theme::Green);
let blue = theme_colour(&Theme::Blue);
let dark = theme_colour(&Theme::Dark);
assert_ne!(green, blue, "Green and Blue must differ");
assert_ne!(green, dark, "Green and Dark must differ");
assert_ne!(blue, dark, "Blue and Dark must differ");
}
#[test]
fn effective_background_index_0_matches_theme_colour() {
for theme in [Theme::Green, Theme::Blue, Theme::Dark] {
let expected = theme_colour(&theme);
let actual = effective_background_colour(&theme, 0);
assert_eq!(
expected, actual,
"index 0 must always return the theme colour for {:?}",
theme
);
}
}
#[test]
fn effective_background_indices_1_through_3_are_distinct_from_theme() {
// Non-zero indices override the theme with a fixed colour.
let theme_green = theme_colour(&Theme::Green);
for idx in 1..=3 {
let eff = effective_background_colour(&Theme::Green, idx);
assert_ne!(eff, theme_green, "index {idx} must override the theme colour");
}
}
#[test]
fn effective_background_index_4_falls_through_to_charcoal() {
// All indices ≥ 4 share the same charcoal fallback.
let c4 = effective_background_colour(&Theme::Green, 4);
let c5 = effective_background_colour(&Theme::Green, 5);
let c99 = effective_background_colour(&Theme::Green, 99);
assert_eq!(c4, c5, "indices 4 and 5 must share the charcoal fallback");
assert_eq!(c4, c99, "index 99 must share the charcoal fallback");
}
// -----------------------------------------------------------------------
// suit_symbol pure-function tests (Task #35)
// -----------------------------------------------------------------------
#[test]
fn suit_symbol_returns_correct_letters() {
assert_eq!(suit_symbol(&Suit::Spades), "S");
assert_eq!(suit_symbol(&Suit::Hearts), "H");
assert_eq!(suit_symbol(&Suit::Diamonds), "D");
assert_eq!(suit_symbol(&Suit::Clubs), "C");
}
// -----------------------------------------------------------------------
// Task #6 — HintPileHighlight timer and colour pure-function tests
// -----------------------------------------------------------------------
/// The HINT_PILE_HIGHLIGHT_COLOUR constant must be visibly distinct from the
/// default pile marker colour so the player can see which pile is highlighted.
#[test]
fn hint_pile_highlight_colour_is_distinct_from_default() {
let default = Color::srgba(1.0, 1.0, 1.0, 0.08); // PILE_MARKER_DEFAULT_COLOUR
assert_ne!(
HINT_PILE_HIGHLIGHT_COLOUR, default,
"HINT_PILE_HIGHLIGHT_COLOUR must differ from the default pile marker colour"
);
}
/// A freshly-created HintPileHighlight has a positive timer countdown.
#[test]
fn hint_pile_highlight_timer_starts_positive() {
let h = HintPileHighlight {
timer: 2.0,
original_color: Color::srgba(1.0, 1.0, 1.0, 0.08),
};
assert!(
h.timer > 0.0,
"HintPileHighlight timer must start positive, got {}",
h.timer
);
}
/// Ticking the timer past its initial value results in a non-positive (expired)
/// countdown.
#[test]
fn hint_pile_highlight_timer_expires_after_full_duration() {
let mut remaining = 2.0_f32;
remaining -= 2.5; // 2.5 s elapsed on a 2.0 s timer
assert!(
remaining <= 0.0,
"timer must be expired after ticking past its initial value, got {}",
remaining
);
}
/// `original_color` is preserved through the highlight lifecycle so colour
/// can be correctly restored on expiry.
#[test]
fn hint_pile_highlight_preserves_original_color() {
let original = Color::srgb(0.1, 0.3, 0.5);
let h = HintPileHighlight {
timer: 2.0,
original_color: original,
};
assert_eq!(
h.original_color, original,
"original_color must be stored without modification"
);
}
/// The gold hint colour must have a strong yellow component (r ≥ 0.9, g ≥ 0.8,
/// b ≤ 0.3) to be clearly visible as a "destination" indicator.
#[test]
fn hint_pile_highlight_colour_is_gold() {
// Extract linear components. srgb(1.0, 0.85, 0.1) is the expected gold.
// We test the channel values rather than exact equality so future tweaks
// to the shade do not break the test, as long as the colour remains golden.
let Srgba { red, green, blue, .. } = HINT_PILE_HIGHLIGHT_COLOUR.to_srgba();
assert!(red >= 0.9, "gold hint colour must have red ≥ 0.9, got {red}");
assert!(green >= 0.7, "gold hint colour must have green ≥ 0.7, got {green}");
assert!(blue <= 0.3, "gold hint colour must have blue ≤ 0.3, got {blue}");
}
#[test]
fn suit_symbol_all_four_are_distinct() {
let symbols: Vec<&str> = [Suit::Spades, Suit::Hearts, Suit::Diamonds, Suit::Clubs]
.iter()
.map(suit_symbol)
.collect();
let unique: std::collections::HashSet<&&str> = symbols.iter().collect();
assert_eq!(unique.len(), 4, "all four suit symbols must be distinct");
}
}