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Ferrous-Solitaire/solitaire_engine/src/input_plugin/mod.rs
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feat(engine): Phase F touch action bar — thumb-reach Undo/Draw/Hint + hold-to-repeat undo
Touch layout (USE_TOUCH_UI_LAYOUT) restructures the bottom action bar
to five buttons: an enlarged Undo / Draw / Hint trio (96x64px targets,
1.35x labels) between compact Menu and Pause. Draw is new — it fires
the same DrawRequestEvent as tapping the stock, so the most frequent
action no longer needs a reach to the top of a tall folded screen.
Help, Modes, and New Game leave the touch bar (they live in Menu ->
System, the Home grid, and Home's hero respectively). Desktop keeps
the seven-button bar unchanged (decision 5: touch-only).

Holding Undo now steps back repeatedly after a 0.45s delay (5.5/s),
each step through the normal request path so the scoring penalty
applies. New self-ambiguous DrawRequestWriters set keeps the ambiguity
gate at zero with the fourth DrawRequestEvent writer.

6 new hud_plugin tests; workspace suite + clippy green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 16:07:10 -07:00

1798 lines
68 KiB
Rust

//! Keyboard + mouse input for the game board.
//!
//! All systems exit immediately when `PausedResource(true)` — no moves,
//! draws, undos, or drags are processed while the pause overlay is showing.
//!
//! Keyboard:
//! - `U` → `UndoRequestEvent`
//! - `N` → `NewGameRequestEvent { seed: None }` (cancels Time Attack if active)
//! - `D` / `Space` → `DrawRequestEvent`
//! - `Esc` → handled by `PausePlugin` (overlay toggle + paused flag)
//!
//! Mouse:
//! - Left-click on the stock pile (face-down deck) → `DrawRequestEvent`
//! (the waste card is left free to play: double-click to auto-move, or drag)
//! - Left-press-drag-release on a face-up card → `MoveRequestEvent` between
//! the origin pile and whatever pile the cursor is over at release.
//! On rejection, the drag cards snap back to their origin via a
//! `StateChangedEvent` re-sync.
use std::collections::HashMap;
use bevy::ecs::system::SystemParam;
use bevy::input::ButtonInput;
use bevy::input::touch::{TouchInput, TouchPhase, Touches};
use bevy::math::Vec2;
use bevy::prelude::*;
use bevy::window::PrimaryWindow;
#[cfg(not(target_os = "android"))]
use bevy::window::{MonitorSelection, WindowMode};
use solitaire_core::game_state::GameState;
use solitaire_core::{Card, Suit};
use solitaire_core::{FOUNDATIONS, TABLEAUS};
use solitaire_core::{Foundation, KlondikeInstruction, KlondikePile, Tableau};
use crate::auto_complete_plugin::AutoCompleteState;
use crate::card_animation::tuning::AnimationTuning;
use crate::card_animation::{CardAnimation, MotionCurve};
use crate::card_plugin::{
CardEntity, CardEntityIndex, HintHighlight, HintHighlightTimer, STACK_FAN_FRAC, waste_fan_step,
};
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::events::{
DrawRequestEvent, ForfeitRequestEvent, HintVisualEvent, InfoToastEvent, MoveRejectedEvent,
MoveRequestEvent, NewGameRequestEvent, StartZenRequestEvent, StateChangedEvent,
UndoRequestEvent,
};
use crate::game_plugin::{ConfirmNewGameScreen, GameMutation, RestorePromptScreen};
use crate::layout::{Layout, LayoutResource};
use crate::pause_plugin::PausedResource;
use crate::progress_plugin::ProgressResource;
use crate::radial_menu::RightClickRadialState;
use crate::replay_playback::ReplayPlaybackState;
use crate::resources::{DragState, GameInputConsumedResource, GameStateResource, HintCycleIndex};
use crate::selection_plugin::SelectionState;
use crate::settings_plugin::SettingsResource;
use crate::time_attack_plugin::TimeAttackResource;
use crate::touch_selection_plugin::TouchSelectionState;
use crate::ui_theme::{MOTION_DRAG_REJECT_SECS, STATE_SUCCESS, STATE_WARNING};
use solitaire_core::DrawStockConfig;
/// System-set labels used to anchor external systems relative to the touch
/// drag pipeline without duplicating the internal chain ordering.
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub enum TouchDragSet {
/// After `touch_start_drag` has run — drag state is populated if a card was touched.
AfterStartDrag,
/// Before `touch_end_drag` runs — drag state has not yet been cleared.
BeforeEndDrag,
}
/// Z-depth used for cards while being dragged — above all resting cards.
const DRAG_Z: f32 = 500.0;
/// Relative Z step between cards inside a dragged stack.
///
/// Must stay at least as large as [`STACK_FAN_FRAC`], otherwise Android's
/// per-card corner overlay children (`local_z = 0.02`) can bleed above the
/// card body stacked directly above them while dragging.
const DRAG_STACK_Z_STEP: f32 = STACK_FAN_FRAC;
fn dragged_card_z(index: usize) -> f32 {
DRAG_Z + index as f32 * DRAG_STACK_Z_STEP
}
/// Solver budgets used by the H-key hint system.
///
/// A Bevy resource so tests can inject tighter budgets to exercise the
/// heuristic-fallback path. Production initialises this to the same default
/// 100k move / 200k state budgets the new-game retry loop uses.
#[derive(Resource, Debug, Clone, Copy)]
pub struct HintSolverConfig {
/// Maximum solver moves before giving up (inconclusive).
pub moves_budget: u64,
/// Maximum unique solver states before giving up (inconclusive).
pub states_budget: u64,
}
impl Default for HintSolverConfig {
fn default() -> Self {
Self {
moves_budget: solitaire_core::DEFAULT_SOLVE_MOVES_BUDGET,
states_budget: solitaire_core::DEFAULT_SOLVE_STATES_BUDGET,
}
}
}
/// Registers keyboard, mouse, and touch input systems.
///
/// Mouse drag pipeline (ordered, left-to-right):
/// `start_drag` → `follow_drag` → `end_drag`
///
/// Touch drag pipeline (ordered, interleaved with mouse):
/// `touch_start_drag` → `touch_follow_drag` → `touch_end_drag`
///
/// Both pipelines share [`DragState`]. Only one can be active at a time —
/// the second checks `drag.is_idle()` before proceeding, and mouse drags
/// check `drag.active_touch_id.is_none()`.
///
/// All drag systems run before [`GameMutation`] so move events are consumed
/// in the same frame they are emitted.
pub struct InputPlugin;
impl Plugin for InputPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<HintCycleIndex>()
.init_resource::<HintSolverConfig>()
.init_resource::<crate::pending_hint::PendingHintTask>()
.init_resource::<GameInputConsumedResource>()
// The drag systems resolve cards via `CardEntityIndex`; `CardPlugin`
// owns and rebuilds it, but init here too so `InputPlugin` is
// self-sufficient in tests (idempotent if already registered).
.init_resource::<CardEntityIndex>()
.add_message::<StartZenRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<ForfeitRequestEvent>()
.add_message::<HintVisualEvent>()
.add_systems(
Update,
(
// The three `DrawRequestEvent` writers join the
// self-ambiguous `DrawRequestWriters` set so the HUD's
// touch Draw button (hud_plugin, Phase F) can write the
// same queue without tripping the ambiguity gate. The
// `.chain()` still orders them relative to each other.
handle_keyboard_core
.in_set(crate::game_plugin::DrawRequestWriters)
.ambiguous_with(crate::game_plugin::DrawRequestWriters),
handle_keyboard_hint,
handle_keyboard_forfeit,
handle_stock_click
.in_set(crate::game_plugin::DrawRequestWriters)
.ambiguous_with(crate::game_plugin::DrawRequestWriters),
handle_touch_stock_tap
.in_set(crate::game_plugin::DrawRequestWriters)
.ambiguous_with(crate::game_plugin::DrawRequestWriters),
handle_double_click,
// Mouse drag pipeline.
start_drag,
follow_drag,
end_drag.before(GameMutation),
// Touch drag pipeline (parallel path through DragState).
touch_start_drag.in_set(TouchDragSet::AfterStartDrag),
touch_follow_drag,
handle_double_tap, // before touch_end_drag: reads drag state pre-clear
touch_end_drag
.after(TouchDragSet::BeforeEndDrag)
.before(GameMutation),
)
.chain(),
)
.add_systems(Update, reset_hint_cycle_on_state_change);
// F11 fullscreen toggle is desktop-only; Android windows are always full-screen.
#[cfg(not(target_os = "android"))]
app.add_systems(Update, handle_fullscreen);
app
// Async hint pipeline: state-change drop runs before the
// poll system so a move applied this frame cancels any
// in-flight task before its result can be surfaced.
.add_systems(
Update,
(
crate::pending_hint::drop_pending_hint_on_state_change,
crate::pending_hint::poll_pending_hint_task,
)
.chain(),
);
}
}
/// Bundles the event writers needed by the core keyboard handler.
///
/// Keeping these in a [`SystemParam`] avoids hitting Bevy's 16-parameter limit.
#[derive(SystemParam)]
struct CoreKeyboardMessages<'w> {
undo: MessageWriter<'w, UndoRequestEvent>,
new_game: MessageWriter<'w, NewGameRequestEvent>,
info_toast: MessageWriter<'w, InfoToastEvent>,
draw: MessageWriter<'w, DrawRequestEvent>,
}
/// Handles the core keyboard shortcuts: U (undo), N (new game), Z (zen mode),
/// D / Space (draw).
///
/// `N` fires `NewGameRequestEvent` straight through; the existing
/// `handle_new_game` flow shows the `ConfirmNewGameScreen` modal when
/// the current game is in progress, so a single press surfaces a real
/// Confirm / Cancel UI instead of a "press N again" toast. `Shift+N`
/// keeps the keyboard power-user bypass by setting `confirmed: true`.
///
/// While the confirm modal or the restore prompt is already open, the
/// system skips the N branch so those modals' own input handlers can
/// process N (cancel / start-new-game) without us re-firing a request
/// the same frame.
#[allow(clippy::too_many_arguments)]
fn handle_keyboard_core(
keys: Res<ButtonInput<KeyCode>>,
paused: Option<Res<PausedResource>>,
progress: Option<Res<ProgressResource>>,
mut ev: CoreKeyboardMessages<'_>,
mut time_attack: Option<ResMut<TimeAttackResource>>,
selection: Option<Res<SelectionState>>,
mut zen_requests: MessageReader<StartZenRequestEvent>,
confirm_screens: Query<(), With<ConfirmNewGameScreen>>,
restore_prompts: Query<(), With<RestorePromptScreen>>,
replay_state: Option<Res<ReplayPlaybackState>>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// During replay playback (Playing or Completed) all game-input shortcuts
// are suppressed. The replay overlay owns Space (pause/resume) and the
// arrow keys (step). Letting game input through would mutate
// `GameStateResource` and corrupt replay determinism.
if replay_state.is_some_and(|r| !matches!(*r, ReplayPlaybackState::Inactive)) {
return;
}
if keys.just_pressed(KeyCode::KeyU) {
ev.undo.write(UndoRequestEvent);
}
if keys.just_pressed(KeyCode::KeyN) {
// If a Time Attack session is running, cancel it and start a Classic game.
if let Some(ref mut session) = time_attack
&& session.active
{
session.active = false;
session.remaining_secs = 0.0;
ev.info_toast
.write(InfoToastEvent("Time Attack ended".to_string()));
ev.new_game.write(NewGameRequestEvent {
seed: None,
mode: Some(solitaire_core::game_state::GameMode::Classic),
confirmed: false,
});
return;
}
// The confirm modal and restore prompt own N while they're up —
// they cancel / accept respectively. Skipping here prevents us
// from firing a fresh request the same frame those modals close.
if !confirm_screens.is_empty() || !restore_prompts.is_empty() {
// intentional: defer to those modals' input handlers.
} else {
let shift_held = keys.pressed(KeyCode::ShiftLeft) || keys.pressed(KeyCode::ShiftRight);
ev.new_game.write(NewGameRequestEvent {
seed: None,
mode: None,
// Shift+N skips the confirm modal for keyboard power-users;
// bare N falls through `handle_new_game`'s active-game check
// and shows the modal when a game is in progress.
confirmed: shift_held,
});
}
}
let zen_clicked = zen_requests.read().count() > 0;
if keys.just_pressed(KeyCode::KeyZ) || zen_clicked {
// Zen / Challenge / Time Attack are gated to level >= CHALLENGE_UNLOCK_LEVEL.
// X is gated separately by ChallengePlugin. Either Z or the HUD
// Modes-popover "Zen" row reaches this branch.
let level = progress.as_ref().map_or(0, |p| p.0.level);
if level >= CHALLENGE_UNLOCK_LEVEL {
ev.new_game.write(NewGameRequestEvent {
seed: None,
mode: Some(solitaire_core::game_state::GameMode::Zen),
confirmed: false,
});
} else {
ev.info_toast.write(InfoToastEvent(format!(
"Zen mode unlocks at level {CHALLENGE_UNLOCK_LEVEL}"
)));
}
}
// Space draws only when no card is keyboard-selected; when a card IS selected,
// SelectionPlugin handles Space to execute the move.
let space_draws = keys.just_pressed(KeyCode::Space)
&& selection.as_ref().is_none_or(|s| s.selected_pile.is_none());
if keys.just_pressed(KeyCode::KeyD) || space_draws {
ev.draw.write(DrawRequestEvent);
}
// Esc is handled by `PausePlugin` (overlay toggle + paused flag).
}
/// Handles the H key: spawn an async solver task on
/// `AsyncComputeTaskPool` whose result `pending_hint::poll_pending_hint_task`
/// turns into hint visuals one frame later.
///
/// Median solve time is ~2 ms but pathological positions can hit the
/// default solve budget at ~120 ms; running synchronously
/// (the v0.17.0 behaviour) blocked the main thread on the same frame
/// the player pressed H. Cancel-on-replace lives in
/// `PendingHintTask::spawn` — a fresh H press while a previous task
/// is in flight drops the previous task's handle.
///
/// Special-cases: when the game is already won, surface a "Game won!"
/// toast instead of asking the solver. The poll system handles the
/// "no legal moves" toast on the heuristic fallback path so the
/// handler here only needs to dispatch.
fn handle_keyboard_hint(
keys: Res<ButtonInput<KeyCode>>,
paused: Option<Res<PausedResource>>,
game: Option<Res<GameStateResource>>,
layout: Option<Res<LayoutResource>>,
solver_config: Res<HintSolverConfig>,
mut pending_hint: ResMut<crate::pending_hint::PendingHintTask>,
mut info_toast: MessageWriter<InfoToastEvent>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
if !keys.just_pressed(KeyCode::KeyH) {
return;
}
let Some(ref g) = game else { return };
if g.0.is_won() {
info_toast.write(InfoToastEvent(
"Game won! Press N for a new game".to_string(),
));
return;
}
let Some(_layout_res) = layout else { return };
pending_hint.spawn(
g.0.clone(),
solver_config.moves_budget,
solver_config.states_budget,
);
}
/// Heuristic hint helper used by `pending_hint::poll_pending_hint_task`
/// when the solver returns `Inconclusive` or `Unwinnable`.
///
/// Picks the hint at `HintCycleIndex % hints.len()` (wrapping) and
/// advances the index so successive H presses on a stuck position
/// cycle through every legal move. Returns `None` when no legal move
/// exists at all — the caller surfaces a "No hints available" toast.
pub fn find_heuristic_hint(
game: &GameState,
hint_cycle: &mut HintCycleIndex,
) -> Option<(KlondikePile, KlondikePile)> {
let hints = all_hints(game);
if hints.is_empty() {
return None;
}
let idx = hint_cycle.0 % hints.len();
hint_cycle.0 = hint_cycle.0.wrapping_add(1);
let (from, to) = hints[idx];
Some((from, to))
}
/// Apply the visual + toast effects for a single chosen hint move.
///
/// Shared between the solver-driven and heuristic-driven hint paths so
/// both produce identical player-facing feedback. Called from
/// `pending_hint::poll_pending_hint_task` once the async solver task
/// resolves.
pub fn emit_hint_visuals(
game: &GameState,
from: &KlondikePile,
to: &KlondikePile,
commands: &mut Commands,
mut card_entities: Query<(Entity, &CardEntity, &mut Sprite)>,
info_toast: &mut MessageWriter<InfoToastEvent>,
hint_visual: &mut MessageWriter<HintVisualEvent>,
) {
// When the hint points at the stock (draw suggestion) there is no
// face-up card to highlight — show a toast instead.
// If the stock is empty, pressing D will recycle the waste rather
// than draw a card, so the toast text must reflect that.
if *from == KlondikePile::Stock {
let stock_empty = game.stock_cards().is_empty();
let msg = if stock_empty {
"Hint: recycle waste (D)".to_string()
} else {
"Hint: draw from stock (D)".to_string()
};
info_toast.write(InfoToastEvent(msg));
return;
}
// Find the top face-up card in the source pile and highlight it.
let source_cards = pile_cards(game, from);
let top_card = source_cards
.last()
.filter(|(_, face_up)| *face_up)
.map(|(c, _)| c.clone());
if let Some(card) = top_card {
for (entity, card_entity, mut sprite) in card_entities.iter_mut() {
if card_entity.card == card {
// Tint the card gold without replacing the Sprite (which would
// discard the image handle set by CardImageSet). Uses the
// design-system `STATE_WARNING` token so the source-card
// tint matches the destination pile highlight, both of
// which signal "look here" for the hint.
sprite.color = STATE_WARNING;
commands
.entity(entity)
.insert(HintHighlight { remaining: 2.0 })
.insert(HintHighlightTimer(2.0));
break;
}
}
// Emit HintVisualEvent so the destination pile marker is also
// tinted gold for 2 s.
hint_visual.write(HintVisualEvent {
source_card: card,
dest_pile: *to,
});
}
// Fire an informational toast describing where the hinted card should
// move so the player always sees the suggestion in text. When the
// destination foundation already claims a suit, surface that suit so the
// player keeps thinking in suit terms; otherwise fall back to "foundation".
let msg = match to {
KlondikePile::Foundation(_) => {
let claimed = game.pile(*to).first().map(|(c, _)| c.suit());
if let Some(suit) = claimed {
let suit_name = match suit {
Suit::Clubs => "Clubs",
Suit::Diamonds => "Diamonds",
Suit::Hearts => "Hearts",
Suit::Spades => "Spades",
};
format!("Hint: move to {suit_name} foundation")
} else {
"Hint: move to foundation".to_string()
}
}
KlondikePile::Tableau(col) => {
format!("Hint: move to tableau (col {})", tableau_number(*col))
}
_ => "Hint: move card".to_string(),
};
info_toast.write(InfoToastEvent(msg));
}
/// Handles the G key: fires `ForfeitRequestEvent` so `PausePlugin`
/// can spawn the `ForfeitConfirmScreen` modal.
///
/// Replaces a prior double-press toast countdown with a real
/// Cancel / Yes-forfeit modal — the same code path the Pause modal's
/// Forfeit button takes. The "no game to forfeit" check (won state,
/// missing resource) lives in `handle_forfeit_request` so it can
/// surface a toast; here we only gate on whether the player is paused
/// (in which case the pause modal's Forfeit button is the entry
/// point).
fn handle_keyboard_forfeit(
keys: Res<ButtonInput<KeyCode>>,
paused: Option<Res<PausedResource>>,
mut requests: MessageWriter<ForfeitRequestEvent>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
if !keys.just_pressed(KeyCode::KeyG) {
return;
}
requests.write(ForfeitRequestEvent);
}
/// Resets [`HintCycleIndex`] to `0` whenever the game state changes or a new
/// game is requested so the next H press always starts cycling from the first
/// hint of the new position.
///
/// Listening to both events ensures the reset happens immediately on
/// `NewGameRequestEvent`, one frame before the `StateChangedEvent` that the
/// game plugin fires after dealing — preventing a stale hint from the previous
/// game being shown when H is pressed in that gap frame.
fn reset_hint_cycle_on_state_change(
mut state_events: MessageReader<StateChangedEvent>,
mut new_game_events: MessageReader<NewGameRequestEvent>,
mut hint_cycle: ResMut<HintCycleIndex>,
) {
if state_events.read().next().is_some() || new_game_events.read().next().is_some() {
hint_cycle.0 = 0;
}
}
/// `F11` toggles between borderless-fullscreen and windowed mode.
/// Not gated by the pause flag — the player can always resize the window.
#[cfg(not(target_os = "android"))]
fn handle_fullscreen(
keys: Res<ButtonInput<KeyCode>>,
mut windows: Query<&mut Window, With<PrimaryWindow>>,
mut toast: MessageWriter<InfoToastEvent>,
) {
if !keys.just_pressed(KeyCode::F11) {
return;
}
let Ok(mut window) = windows.single_mut() else {
return;
};
let new_mode = match window.mode {
WindowMode::Windowed => WindowMode::BorderlessFullscreen(MonitorSelection::Current),
_ => WindowMode::Windowed,
};
window.mode = new_mode;
let label = match window.mode {
WindowMode::Windowed => "Fullscreen: off",
_ => "Fullscreen: on",
};
toast.write(InfoToastEvent(label.to_string()));
}
fn handle_stock_click(
buttons: Res<ButtonInput<MouseButton>>,
drag: Res<DragState>,
paused: Option<Res<PausedResource>>,
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
mut draw: MessageWriter<DrawRequestEvent>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
if !buttons.just_pressed(MouseButton::Left) || !drag.is_idle() {
return;
}
let Some(layout) = layout else {
return;
};
let Some(world) = cursor_world(&windows, &cameras) else {
return;
};
// `pile_positions[Stock]` is the waste column (col_x(1)). card_plugin renders the
// face-down deck one column to the left via `base.x -= tableau_col_step`, placing it
// at Tableau1's x (col_x(0)). Only the deck draws — clicking the waste card must
// leave it free to be played (double-click to auto-move, or drag); hit-testing the
// waste slot here would intercept that click and draw the next card instead.
let Some(&waste_pos) = layout.0.pile_positions.get(&KlondikePile::Stock) else {
return;
};
let Some(&t1_pos) = layout
.0
.pile_positions
.get(&KlondikePile::Tableau(Tableau::Tableau1))
else {
return;
};
let deck_pos = Vec2::new(t1_pos.x, waste_pos.y);
if point_in_rect(world, deck_pos, layout.0.card_size) {
draw.write(DrawRequestEvent);
}
}
/// Fires [`DrawRequestEvent`] when the player taps the stock pile on a touch screen.
///
/// Uses `TouchPhase::Started` (the finger-down moment) for instant responsiveness
/// — since the stock cannot be dragged, there is no ambiguity between a tap and
/// the start of a drag on this pile. Does nothing while a drag is in progress.
fn handle_touch_stock_tap(
mut touch_events: MessageReader<TouchInput>,
paused: Option<Res<PausedResource>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
drag: Res<DragState>,
mut draw: MessageWriter<DrawRequestEvent>,
mut game_consumed: ResMut<GameInputConsumedResource>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
if !drag.is_idle() {
return;
}
let Some(layout) = layout else { return };
for event in touch_events.read() {
if event.phase != TouchPhase::Started {
continue;
}
let Some(world) = touch_to_world(&cameras, event.position) else {
continue;
};
let Some(&waste_pos) = layout.0.pile_positions.get(&KlondikePile::Stock) else {
continue;
};
let Some(&t1_pos) = layout
.0
.pile_positions
.get(&KlondikePile::Tableau(Tableau::Tableau1))
else {
continue;
};
let deck_pos = Vec2::new(t1_pos.x, waste_pos.y);
// Only the face-down deck draws; tapping the waste card leaves it free to
// play (double-tap to auto-move, or drag).
if point_in_rect(world, deck_pos, layout.0.card_size) {
draw.write(DrawRequestEvent);
game_consumed.0 = true;
break; // one draw per tap frame
}
}
}
/// Begins a mouse drag: records the press position and the cards that would be
/// dragged. Cards are **not** elevated yet — that happens in [`follow_drag`]
/// once the drag threshold is crossed.
#[allow(clippy::too_many_arguments)]
fn start_drag(
buttons: Res<ButtonInput<MouseButton>>,
touches: Option<Res<Touches>>,
paused: Option<Res<PausedResource>>,
auto_complete: Option<Res<AutoCompleteState>>,
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
game: Res<GameStateResource>,
mut drag: ResMut<DragState>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
if auto_complete.is_some_and(|ac| ac.active) {
return;
}
// Only start a new drag when idle (no touch drag running either).
if !buttons.just_pressed(MouseButton::Left) || !drag.is_idle() {
return;
}
// On platforms where Winit simulates a MouseButton::Left press from the
// first touch, this guard ensures touch_start_drag (which runs after this
// system) claims the drag state instead of the mouse path. Without it the
// card is tracked via cursor_world (updated from the simulated mouse
// position) rather than the Touches resource, which can be one frame
// behind the actual finger position on Android.
if touches
.as_ref()
.is_some_and(|t| t.iter_just_pressed().next().is_some())
{
return;
}
let Some(layout) = layout else { return };
let Some(world) = cursor_world(&windows, &cameras) else {
return;
};
// Don't pick up the stock — that is handled by handle_stock_click.
let Some((pile, stack_index, card_ids)) = find_draggable_at(world, &game.0, &layout.0) else {
return;
};
let bottom_pos = card_position(&game.0, &layout.0, &pile, stack_index);
// Store as a pending drag. We do NOT elevate the cards yet — the visual
// lift happens in follow_drag once the threshold is crossed.
drag.cards = card_ids;
drag.origin_pile = Some(pile);
drag.cursor_offset = bottom_pos - world;
drag.origin_z = DRAG_Z;
drag.press_pos = world;
drag.committed = false;
drag.active_touch_id = None;
}
/// Moves dragged cards with the mouse cursor each frame.
///
/// If the drag has not yet been committed (threshold not crossed), checks
/// whether the cursor has moved far enough from the press position to commit.
/// On commit, cards are elevated to `DRAG_Z` and dimmed. Does nothing for
/// touch-driven drags (`drag.active_touch_id.is_some()`).
#[allow(clippy::too_many_arguments)]
fn follow_drag(
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
mut drag: ResMut<DragState>,
layout: Option<Res<LayoutResource>>,
tuning: Res<AnimationTuning>,
mut card_transforms: Query<(&CardEntity, &mut Transform, &mut Sprite)>,
card_index: Res<CardEntityIndex>,
) {
// Skip if idle or if a touch drag is running.
if drag.is_idle() || drag.active_touch_id.is_some() {
return;
}
let Some(layout) = layout else { return };
let Some(world) = cursor_world(&windows, &cameras) else {
// Cursor left the window mid-drag. Cancel a pending drag; let a
// committed drag freeze at the last known position.
if !drag.committed {
drag.clear();
}
return;
};
// Check drag threshold on the first frames after press.
if !drag.committed {
// Use screen-space distance (world ≈ screen for 2-D games with no
// camera zoom, which is our case).
let moved = world.distance(drag.press_pos);
if moved < tuning.drag_threshold_px {
return; // Still within tap zone — don't start visual drag yet.
}
// Threshold crossed → commit.
drag.committed = true;
// Elevate cards: push to DRAG_Z and dim slightly so the board
// beneath stays readable.
for (i, card) in drag.cards.iter().enumerate() {
if let Some(entity) = card_index.get(card)
&& let Ok((_, mut transform, mut sprite)) = card_transforms.get_mut(entity)
{
transform.translation.z = dragged_card_z(i);
sprite.color.set_alpha(0.85);
}
}
}
// Move cards to the cursor.
let bottom_pos = world + drag.cursor_offset;
let fan = -layout.0.card_size.y * layout.0.tableau_fan_frac;
for (i, card) in drag.cards.iter().enumerate() {
if let Some(entity) = card_index.get(card)
&& let Ok((_, mut transform, _)) = card_transforms.get_mut(entity)
{
transform.translation.x = bottom_pos.x;
transform.translation.y = bottom_pos.y + fan * i as f32;
}
}
}
#[allow(clippy::too_many_arguments)]
fn end_drag(
buttons: Res<ButtonInput<MouseButton>>,
paused: Option<Res<PausedResource>>,
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
game: Res<GameStateResource>,
mut drag: ResMut<DragState>,
mut moves: MessageWriter<MoveRequestEvent>,
mut rejected: MessageWriter<MoveRejectedEvent>,
mut changed: MessageWriter<StateChangedEvent>,
mut commands: Commands,
card_entities: Query<(Entity, &CardEntity, &Transform)>,
card_index: Res<CardEntityIndex>,
) {
if paused.is_some_and(|p| p.0) {
drag.clear();
return;
}
// Only handle mouse releases; touch releases are handled by touch_end_drag.
if !buttons.just_released(MouseButton::Left) || drag.is_idle() {
return;
}
if drag.active_touch_id.is_some() {
return; // Touch-driven drag — not ours to handle.
}
// If the drag was never committed (user tapped without moving far enough),
// treat it as a click: cancel the pending drag and exit. We deliberately
// do NOT fire `StateChangedEvent` here — `start_drag` only mutates the
// `DragState` resource on press, never card transforms, so an uncommitted
// drag has no visual side effect to undo.
//
// Firing one would race a CardAnim that's already in flight on the same
// card. Specifically: on a successful double-click, `handle_double_click`
// fires `MoveRequestEvent`, `start_drag` picks the card up the same
// frame (uncommitted), and `handle_move` queues a `StateChangedEvent` →
// `sync_cards_on_change` starts a slide animation. When the player
// releases the button mid-slide, `end_drag` would fire a second
// `StateChangedEvent`, `sync_cards_on_change` would see the card mid-
// animation (`cur != target`), and replace the in-flight CardAnim with
// a fresh one — restarting the slide and reading on screen as the move
// animation playing twice.
if !drag.committed {
drag.clear();
return;
}
let Some(layout) = layout else {
return;
};
let Some(origin) = drag.origin_pile else {
drag.clear();
return;
};
let count = drag.cards.len();
let world = cursor_world(&windows, &cameras);
let target = world.and_then(|w| find_drop_target(w, &game.0, &layout.0, &origin));
// Whether we fire a MoveRequestEvent or not, always trigger a resync so
// the dragged cards snap back to their resting positions if the move is
// rejected (or never fired). When the cursor was over a real pile but
// the placement is illegal, fire MoveRejectedEvent so AudioPlugin can
// play card_invalid.wav.
let mut fired = false;
if let Some(target) = target
&& target != origin
{
let ok = game.0.can_move_cards(&origin, &target, count);
if ok {
moves.write(MoveRequestEvent {
from: origin,
to: target,
count,
});
fired = true;
} else {
rejected.write(MoveRejectedEvent {
from: origin,
to: target,
count,
});
// Smoothly glide each dragged card from its drop-time
// transform back to its resting slot in the origin pile.
// The audio cue (card_invalid.wav, played by AudioPlugin
// on MoveRejectedEvent) still gives the player clear
// negative feedback; this just replaces the old shake
// wiggle with a forgiving ease-out tween.
//
// `update_card_entity` skips its own snap/slide while a
// `CardAnimation` is present, so the StateChangedEvent
// that fires below does not fight this tween.
let origin_cards = pile_cards(&game.0, &origin);
if !origin_cards.is_empty() {
for card in &drag.cards {
let Some(stack_index) = origin_cards.iter().position(|(c, _)| c == card) else {
continue;
};
let target_pos = card_position(&game.0, &layout.0, &origin, stack_index);
if let Some(entity) = card_index.get(card)
&& let Ok((_, _, transform)) = card_entities.get(entity)
{
let drag_pos = transform.translation.truncate();
let drag_z = transform.translation.z;
let end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
commands.entity(entity).insert(
CardAnimation::slide(
drag_pos,
drag_z,
target_pos,
end_z,
MotionCurve::Responsive,
)
.with_duration(MOTION_DRAG_REJECT_SECS),
);
}
}
}
}
}
drag.clear();
// Either the move succeeded (GamePlugin will also fire StateChangedEvent)
// or it didn't — in both cases we emit one so cards resync to the current
// game state. Duplicate events are harmless.
changed.write(StateChangedEvent);
let _ = fired;
}
// ---------------------------------------------------------------------------
// Touch drag pipeline
// ---------------------------------------------------------------------------
/// Begins a touch drag when a finger first touches a face-up card.
///
/// Mirrors [`start_drag`] but uses [`TouchInput`] events instead of mouse
/// buttons. Records the touch ID in [`DragState`] so only this finger drives
/// the drag — other fingers are ignored.
fn touch_start_drag(
mut touch_events: MessageReader<TouchInput>,
paused: Option<Res<PausedResource>>,
auto_complete: Option<Res<AutoCompleteState>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
game: Res<GameStateResource>,
mut drag: ResMut<DragState>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
if auto_complete.is_some_and(|ac| ac.active) {
return;
}
// Only one drag at a time.
if !drag.is_idle() {
return;
}
let Some(layout) = layout else { return };
for event in touch_events.read() {
if event.phase != TouchPhase::Started {
continue;
}
let Some(world) = touch_to_world(&cameras, event.position) else {
continue;
};
let Some((pile, stack_index, card_ids)) = find_draggable_at(world, &game.0, &layout.0)
else {
continue;
};
let bottom_pos = card_position(&game.0, &layout.0, &pile, stack_index);
drag.cards = card_ids;
drag.origin_pile = Some(pile);
drag.cursor_offset = bottom_pos - world;
drag.origin_z = DRAG_Z;
drag.press_pos = event.position; // screen-space for threshold comparison
drag.committed = false;
drag.active_touch_id = Some(event.id);
// Process only the first touch that landed on a card.
break;
}
}
/// Moves touch-dragged cards with the active finger each frame.
///
/// Checks the drag threshold on the first frames after the touch began and
/// commits (elevates cards) once exceeded. Does nothing for mouse drags.
#[allow(clippy::too_many_arguments)]
fn touch_follow_drag(
touches: Option<Res<Touches>>,
cameras: Query<(&Camera, &GlobalTransform)>,
mut drag: ResMut<DragState>,
layout: Option<Res<LayoutResource>>,
tuning: Res<AnimationTuning>,
mut card_transforms: Query<(&CardEntity, &mut Transform, &mut Sprite)>,
card_index: Res<CardEntityIndex>,
) {
let Some(active_id) = drag.active_touch_id else {
return; // Mouse drag or idle.
};
let Some(touches) = touches else { return };
let Some(layout) = layout else { return };
// Look up the driving touch.
let Some(touch) = touches.iter().find(|t| t.id() == active_id) else {
// Touch no longer active — will be cleaned up by touch_end_drag.
return;
};
let Some(world) = touch_to_world(&cameras, touch.position()) else {
return;
};
if !drag.committed {
// Compare screen-space distance from the original press position.
let moved = touch.position().distance(drag.press_pos);
if moved < tuning.drag_threshold_px {
return;
}
drag.committed = true;
for (i, card) in drag.cards.iter().enumerate() {
if let Some(entity) = card_index.get(card)
&& let Ok((_, mut transform, mut sprite)) = card_transforms.get_mut(entity)
{
transform.translation.z = dragged_card_z(i);
sprite.color.set_alpha(0.85);
}
}
}
let bottom_pos = world + drag.cursor_offset;
let fan = -layout.0.card_size.y * layout.0.tableau_fan_frac;
for (i, card) in drag.cards.iter().enumerate() {
if let Some(entity) = card_index.get(card)
&& let Ok((_, mut transform, _)) = card_transforms.get_mut(entity)
{
transform.translation.x = bottom_pos.x;
transform.translation.y = bottom_pos.y + fan * i as f32;
}
}
}
/// Resolves a touch drag when the finger lifts or is cancelled.
///
/// Mirrors [`end_drag`] but reads [`TouchInput`] events instead of mouse
/// buttons. Uncommitted drags (tap gestures) are cancelled cleanly.
#[allow(clippy::too_many_arguments)]
fn touch_end_drag(
mut touch_events: MessageReader<TouchInput>,
paused: Option<Res<PausedResource>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
game: Res<GameStateResource>,
mut drag: ResMut<DragState>,
mut moves: MessageWriter<MoveRequestEvent>,
mut rejected: MessageWriter<MoveRejectedEvent>,
mut changed: MessageWriter<StateChangedEvent>,
mut commands: Commands,
card_entities: Query<(Entity, &CardEntity, &Transform)>,
card_index: Res<CardEntityIndex>,
) {
let Some(active_id) = drag.active_touch_id else {
return; // Mouse drag or idle.
};
if paused.is_some_and(|p| p.0) {
drag.clear();
return;
}
for event in touch_events.read() {
if event.id != active_id {
continue;
}
if !matches!(event.phase, TouchPhase::Ended | TouchPhase::Canceled) {
continue;
}
// Uncommitted tap — cancel cleanly. No StateChangedEvent: nothing
// changed. The mouse path (end_drag) follows the same convention.
if !drag.committed {
drag.clear();
return;
}
let Some(origin) = drag.origin_pile else {
drag.clear();
return;
};
let count = drag.cards.len();
// Find the drop target using the finger's lift position.
let world = touch_to_world(&cameras, event.position);
let Some(layout) = layout.as_ref() else {
drag.clear();
changed.write(StateChangedEvent);
return;
};
let target = world.and_then(|w| find_drop_target(w, &game.0, &layout.0, &origin));
let mut fired = false;
if let Some(target) = target
&& target != origin
{
let ok = game.0.can_move_cards(&origin, &target, count);
if ok {
moves.write(MoveRequestEvent {
from: origin,
to: target,
count,
});
fired = true;
} else {
rejected.write(MoveRejectedEvent {
from: origin,
to: target,
count,
});
// Smoothly glide each dragged card from its drop-time
// transform back to its resting slot. See `end_drag`
// (mouse path) for the full rationale; the touch path
// mirrors it exactly so finger and mouse rejection
// feel identical.
let origin_cards = pile_cards(&game.0, &origin);
if !origin_cards.is_empty() {
for card in &drag.cards {
let Some(stack_index) = origin_cards.iter().position(|(c, _)| c == card)
else {
continue;
};
let target_pos = card_position(&game.0, &layout.0, &origin, stack_index);
if let Some(entity) = card_index.get(card)
&& let Ok((_, _, transform)) = card_entities.get(entity)
{
let drag_pos = transform.translation.truncate();
let drag_z = transform.translation.z;
let end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
commands.entity(entity).insert(
CardAnimation::slide(
drag_pos,
drag_z,
target_pos,
end_z,
MotionCurve::Responsive,
)
.with_duration(MOTION_DRAG_REJECT_SECS),
);
}
}
}
}
}
drag.clear();
changed.write(StateChangedEvent);
let _ = fired;
return;
}
}
// ---------------------------------------------------------------------------
// Helpers
// ---------------------------------------------------------------------------
/// Converts the mouse cursor position to world-space 2-D coordinates.
///
/// **Invariant:** assumes a single un-zoomed 2-D camera whose viewport exactly
/// covers the primary window (centre at world origin, 1 logical pixel = 1 world
/// unit). Hit-testing in `find_draggable_at` / `find_drop_target` relies on
/// this 1:1 mapping. Do not add camera zoom or offset this without auditing
/// every call site of `cursor_world` and `touch_to_world`.
fn cursor_world(
windows: &Query<&Window, With<PrimaryWindow>>,
cameras: &Query<(&Camera, &GlobalTransform)>,
) -> Option<Vec2> {
let window = windows.single().ok()?;
let cursor = window.cursor_position()?;
let (camera, camera_transform) = cameras.single().ok()?;
camera.viewport_to_world_2d(camera_transform, cursor).ok()
}
/// Converts a touch screen position (logical pixels, top-left origin) to
/// world-space 2-D coordinates using the primary camera.
///
/// Shares the same 1:1 viewport invariant as [`cursor_world`] — see that
/// function's doc for the constraints.
///
/// Returns `None` if no camera is present or the projection fails.
fn touch_to_world(cameras: &Query<(&Camera, &GlobalTransform)>, screen_pos: Vec2) -> Option<Vec2> {
let (camera, camera_transform) = cameras.single().ok()?;
camera
.viewport_to_world_2d(camera_transform, screen_pos)
.ok()
}
/// Axis-aligned rectangle hit-test with a center and full size.
fn point_in_rect(point: Vec2, center: Vec2, size: Vec2) -> bool {
let half = size / 2.0;
point.x >= center.x - half.x
&& point.x <= center.x + half.x
&& point.y >= center.y - half.y
&& point.y <= center.y + half.y
}
/// Where a card at `stack_index` in pile `pile` would be rendered.
///
/// For tableau columns the per-card fan step depends on the face-up state of
/// every preceding card — face-down cards step by `layout.tableau_facedown_fan_frac`,
/// face-up cards by `layout.tableau_fan_frac`. Mirrors `card_plugin::card_positions`
/// exactly; any drift creates an offset between the visible card face and
/// where clicks land.
fn card_position(
game: &GameState,
layout: &Layout,
pile: &KlondikePile,
stack_index: usize,
) -> Vec2 {
let base = layout.pile_positions[pile];
if matches!(pile, KlondikePile::Tableau(_)) {
let mut y_offset = 0.0_f32;
for (_, face_up) in pile_cards(game, pile).iter().take(stack_index) {
let step = if *face_up {
layout.tableau_fan_frac
} else {
layout.tableau_facedown_fan_frac
};
y_offset -= layout.card_size.y * step;
}
Vec2::new(base.x, base.y + y_offset)
} else if matches!(pile, KlondikePile::Stock) && game.draw_mode() == DrawStockConfig::DrawThree
{
// In Draw-Three mode the top 3 waste cards are fanned in X to match
// card_plugin::card_positions(). Hit-testing uses the same `waste_fan_step`
// so clicking the visually rightmost (top) card actually registers — a
// fixed `card_size.x * 0.28` matched the renderer on desktop but drifted
// on Android (tighter column spacing), shifting the top card's hit target
// onto the card beneath it.
let pile_len = game.waste_cards().len();
let visible_start = pile_len.saturating_sub(3);
let slot = stack_index.saturating_sub(visible_start) as f32;
Vec2::new(base.x + slot * waste_fan_step(layout), base.y)
} else {
base
}
}
/// Given a world-space cursor, find the topmost draggable card. Returns
/// `(pile, bottom_stack_index, card_ids_bottom_to_top)`.
fn find_draggable_at(
cursor: Vec2,
game: &GameState,
layout: &Layout,
) -> Option<(KlondikePile, usize, Vec<Card>)> {
// Search order: waste, foundations, tableau. Stock is skipped (click-to-draw).
// Within a pile, we consider cards top-down because the visual top card is drawn last.
let piles = [
KlondikePile::Stock,
KlondikePile::Foundation(Foundation::Foundation1),
KlondikePile::Foundation(Foundation::Foundation2),
KlondikePile::Foundation(Foundation::Foundation3),
KlondikePile::Foundation(Foundation::Foundation4),
KlondikePile::Tableau(Tableau::Tableau1),
KlondikePile::Tableau(Tableau::Tableau2),
KlondikePile::Tableau(Tableau::Tableau3),
KlondikePile::Tableau(Tableau::Tableau4),
KlondikePile::Tableau(Tableau::Tableau5),
KlondikePile::Tableau(Tableau::Tableau6),
KlondikePile::Tableau(Tableau::Tableau7),
];
for pile in piles {
let pile_cards = pile_cards(game, &pile);
if pile_cards.is_empty() {
continue;
}
let is_tableau = matches!(pile, KlondikePile::Tableau(_));
// Iterate from topmost to bottommost so the first hit is the one
// visually on top.
for i in (0..pile_cards.len()).rev() {
let (_, face_up) = pile_cards[i];
if !face_up {
continue;
}
let pos = card_position(game, layout, &pile, i);
if !point_in_rect(cursor, pos, layout.card_size) {
continue;
}
// Picked a face-up card. Determine drag range:
// - Tableau: cards [i..len), must all be face-up (guaranteed
// because tableau never has face-down above face-up).
// - Waste / Foundation: only the top card is draggable.
let (start, end) = if is_tableau {
(i, pile_cards.len())
} else {
if i != pile_cards.len() - 1 {
// Non-top card on a non-tableau pile — not draggable; skip
// this pile and continue searching remaining piles.
break;
}
(i, i + 1)
};
let cards: Vec<Card> = pile_cards[start..end]
.iter()
.map(|(c, _)| c.clone())
.collect();
return Some((pile, start, cards));
}
}
None
}
/// Pick the drop-target pile whose extended rectangle contains `cursor`.
/// Returns `None` if the cursor is outside every pile's rectangle.
fn find_drop_target(
cursor: Vec2,
game: &GameState,
layout: &Layout,
origin: &KlondikePile,
) -> Option<KlondikePile> {
let piles = [
KlondikePile::Foundation(Foundation::Foundation1),
KlondikePile::Foundation(Foundation::Foundation2),
KlondikePile::Foundation(Foundation::Foundation3),
KlondikePile::Foundation(Foundation::Foundation4),
KlondikePile::Tableau(Tableau::Tableau1),
KlondikePile::Tableau(Tableau::Tableau2),
KlondikePile::Tableau(Tableau::Tableau3),
KlondikePile::Tableau(Tableau::Tableau4),
KlondikePile::Tableau(Tableau::Tableau5),
KlondikePile::Tableau(Tableau::Tableau6),
KlondikePile::Tableau(Tableau::Tableau7),
];
for pile in piles {
let (center, size) = pile_drop_rect(&pile, layout, game);
if point_in_rect(cursor, center, size) {
// Skip origin — dropping onto the source is a no-op.
if pile == *origin {
continue;
}
return Some(pile);
}
}
None
}
/// Bounding rect used for drop detection. For tableaus this extends
/// downward to cover the entire visible fan of cards.
fn pile_drop_rect(pile: &KlondikePile, layout: &Layout, game: &GameState) -> (Vec2, Vec2) {
let center = layout.pile_positions[pile];
if matches!(pile, KlondikePile::Tableau(_)) {
let card_count = pile_cards(game, pile).len();
if card_count > 1 {
let fan = -layout.card_size.y * layout.tableau_fan_frac;
let bottom_card_center_y = center.y + fan * (card_count - 1) as f32;
let top_edge = center.y + layout.card_size.y / 2.0;
let bottom_edge = bottom_card_center_y - layout.card_size.y / 2.0;
let span_height = top_edge - bottom_edge;
let new_center_y = (top_edge + bottom_edge) / 2.0;
return (
Vec2::new(center.x, new_center_y),
Vec2::new(layout.card_size.x, span_height),
);
}
}
(center, layout.card_size)
}
// ---------------------------------------------------------------------------
// Task #27 — Double-click / double-tap to auto-move
// ---------------------------------------------------------------------------
/// Maximum seconds between two clicks to count as a double-click.
const DOUBLE_CLICK_WINDOW: f32 = 0.35;
/// Duration of the lime flash applied to moved cards when a tap
/// auto-move succeeds. Short enough not to linger, long enough to register
/// during the card animation (~0.3 s).
const DOUBLE_TAP_FLASH_SECS: f32 = 0.35;
/// Find the best legal destination for `card` — Foundation first, then Tableau.
///
/// Returns `None` if no legal move exists from the card's current location.
pub fn best_destination(card: &Card, game: &GameState) -> Option<KlondikePile> {
let source = game.pile_containing_card(card.clone())?;
for foundation in FOUNDATIONS {
let dest = KlondikePile::Foundation(foundation);
if game.can_move_cards(&source, &dest, 1) {
return Some(dest);
}
}
for tableau in TABLEAUS {
let dest = KlondikePile::Tableau(tableau);
if game.can_move_cards(&source, &dest, 1) {
return Some(dest);
}
}
None
}
/// Find the best tableau column onto which the stack rooted at `bottom_card`
/// can be legally placed, excluding the stack's own source pile.
///
/// Returns `(destination, stack_count)` if a legal target exists, or `None`
/// if the stack cannot move anywhere. Only tableau destinations are considered
/// because multi-card stacks cannot go to foundations.
pub fn best_tableau_destination_for_stack(
_bottom_card: &Card,
from: &KlondikePile,
game: &GameState,
stack_count: usize,
) -> Option<(KlondikePile, usize)> {
for tableau in TABLEAUS {
let dest = KlondikePile::Tableau(tableau);
if game.can_move_cards(from, &dest, stack_count) {
return Some((dest, stack_count));
}
}
None
}
/// Decide the auto-move for the face-up run headed by the clicked/tapped card.
///
/// The move covers **exactly** `run_len` cards — the run from the clicked
/// card to the top of its pile. A lone top card goes to its best foundation
/// (or tableau) destination; a multi-card run goes whole to the best tableau
/// column. Runs larger or smaller than the clicked one are never considered.
///
/// Returns `(destination, count)`, or `None` when the clicked run has no
/// legal destination.
pub fn auto_move_for_run(
clicked_card: &Card,
pile: &KlondikePile,
game: &GameState,
run_len: usize,
) -> Option<(KlondikePile, usize)> {
if run_len == 1 {
best_destination(clicked_card, game).map(|dest| (dest, 1))
} else {
best_tableau_destination_for_stack(clicked_card, pile, game, run_len)
}
}
/// System that detects double-clicks on face-up cards and fires `MoveRequestEvent`
/// to the best legal destination.
///
/// The move covers exactly the face-up run headed by the clicked card —
/// see [`auto_move_for_run`].
///
/// When the clicked run has no legal destination, fires `MoveRejectedEvent`
/// with `from == to == pile` so the invalid-move sound plays and the source
/// pile cards shake as feedback.
#[allow(clippy::too_many_arguments)]
fn handle_double_click(
buttons: Res<ButtonInput<MouseButton>>,
paused: Option<Res<PausedResource>>,
time: Res<Time>,
drag: Res<DragState>,
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
game: Res<GameStateResource>,
mut last_click: Local<HashMap<Card, f32>>,
mut moves: MessageWriter<MoveRequestEvent>,
mut rejected: MessageWriter<MoveRejectedEvent>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
if !buttons.just_pressed(MouseButton::Left) || !drag.is_idle() {
return;
}
let Some(layout) = layout else { return };
let Some(world) = cursor_world(&windows, &cameras) else {
return;
};
// Identify which card (or stack base) was clicked (must be face-up and draggable).
let Some((pile, stack_index, card_ids)) = find_draggable_at(world, &game.0, &layout.0) else {
return;
};
// The clicked card heads the run and keys the double-click: two clicks
// on different cards of the same stack are not a double-click.
let Some(clicked_card) = card_ids.first() else {
return;
};
let Some(top_card) = card_ids.last() else {
return;
};
let top_index = stack_index + card_ids.len() - 1;
let pile_cards = pile_cards(&game.0, &pile);
let Some((pile_top_card, pile_top_face_up)) = pile_cards.get(top_index) else {
return;
};
if !*pile_top_face_up || pile_top_card != top_card {
return;
}
let now = time.elapsed_secs();
let prev = last_click
.get(clicked_card)
.copied()
.unwrap_or(f32::NEG_INFINITY);
if now - prev <= DOUBLE_CLICK_WINDOW {
// Double-click confirmed.
last_click.remove(clicked_card);
if let Some((dest, count)) = auto_move_for_run(clicked_card, &pile, &game.0, card_ids.len())
{
moves.write(MoveRequestEvent {
from: pile,
to: dest,
count,
});
return;
}
// No legal destination for the clicked run — play the invalid-move
// sound and shake the source pile as feedback. `MoveRejectedEvent`
// with `from == to` routes the shake to the source pile (which
// `start_shake_anim` reads from `ev.to`).
rejected.write(MoveRejectedEvent {
from: pile,
to: pile,
count: card_ids.len(),
});
} else {
// Single click — record the time.
last_click.insert(clicked_card.clone(), now);
}
}
// ---------------------------------------------------------------------------
// Tap-to-move (touch equivalent of mouse auto-move)
// ---------------------------------------------------------------------------
/// Fires `MoveRequestEvent` when the player taps a face-up card without
/// dragging — the touch equivalent of the mouse auto-move flow.
///
/// Must run **before** `touch_end_drag` in the system chain. At
/// `TouchPhase::Ended` the drag state still holds `active_touch_id`,
/// `cards`, and `origin_pile`; once `touch_end_drag` fires those fields
/// are cleared and the tap/drag distinction is permanently lost.
///
/// The move covers exactly the face-up run headed by the tapped card —
/// see [`auto_move_for_run`]. Fires `MoveRejectedEvent` for audio + shake
/// feedback when the tapped run has no legal destination.
#[allow(clippy::too_many_arguments)]
fn handle_double_tap(
mut touch_events: MessageReader<TouchInput>,
paused: Option<Res<PausedResource>>,
radial: Option<Res<RightClickRadialState>>,
auto_complete: Option<Res<AutoCompleteState>>,
drag: Res<DragState>,
game: Res<GameStateResource>,
settings: Option<Res<SettingsResource>>,
mut touch_selection: Option<ResMut<TouchSelectionState>>,
mut moves: MessageWriter<MoveRequestEvent>,
mut rejected: MessageWriter<MoveRejectedEvent>,
mut toast: MessageWriter<InfoToastEvent>,
mut commands: Commands,
mut card_sprites: Query<(Entity, &CardEntity, &mut Sprite)>,
) {
use solitaire_data::settings::TouchInputMode;
if paused.is_some_and(|p| p.0) {
return;
}
// Long-press opened the radial — let radial_handle_release_or_cancel own
// the finger-lift event.
if radial.is_some_and(|r| r.is_active()) {
return;
}
// Auto-complete owns all moves during its sequence.
if auto_complete.is_some_and(|ac| ac.active) {
return;
}
let Some(active_id) = drag.active_touch_id else {
return;
};
if drag.committed {
return;
}
let tap_to_select = settings
.as_ref()
.is_some_and(|s| s.0.touch_input_mode == TouchInputMode::TapToSelect);
for event in touch_events.read() {
if event.id != active_id || event.phase != TouchPhase::Ended {
continue;
}
// Uncommitted touch ended = pure tap.
let Some(top_card) = drag.cards.last() else {
return;
};
let Some(ref tapped_pile) = drag.origin_pile else {
return;
};
let pile_cards = pile_cards(&game.0, tapped_pile);
if pile_cards.is_empty() {
return;
}
let Some((_, found_face_up)) = pile_cards.iter().find(|(c, _)| c == top_card) else {
return;
};
if !*found_face_up {
return;
}
// --- Tap-to-select mode ---
if tap_to_select {
if let Some(ref mut sel) = touch_selection {
if let Some((ref source_pile, ref source_cards)) = sel.selected.clone() {
// Second tap: this is the destination.
if tapped_pile == source_pile {
// Re-tap on selected source → cancel.
sel.clear();
return;
}
// Attempt the move. MoveRequestEvent carries validation;
// a rejection will fire MoveRejectedEvent automatically.
moves.write(MoveRequestEvent {
from: *source_pile,
to: *tapped_pile,
count: source_cards.len(),
});
sel.clear();
return;
}
// First tap: select the source, then nudge the player.
sel.set(*tapped_pile, drag.cards.clone());
toast.write(InfoToastEvent("Tap a pile to move".into()));
}
return;
}
// --- One-tap auto-move (original behaviour) ---
// Move exactly the run headed by the tapped card.
if let Some(tapped_card) = drag.cards.first()
&& let Some((dest, count)) =
auto_move_for_run(tapped_card, tapped_pile, &game.0, drag.cards.len())
{
for (entity, ce, mut sprite) in card_sprites.iter_mut() {
if drag.cards.contains(&ce.card) {
sprite.color = STATE_SUCCESS;
commands.entity(entity).insert(HintHighlight {
remaining: DOUBLE_TAP_FLASH_SECS,
});
}
}
moves.write(MoveRequestEvent {
from: *tapped_pile,
to: dest,
count,
});
return;
}
rejected.write(MoveRejectedEvent {
from: *tapped_pile,
to: *tapped_pile,
count: drag.cards.len(),
});
}
}
// ---------------------------------------------------------------------------
// Task #28 — Hint system helpers
// ---------------------------------------------------------------------------
/// Build the complete list of legal moves available in `game`, ordered so that
/// upstream `klondike` priorities are preserved.
///
/// Each entry is `(from, to)` — the source and destination piles a hint
/// should highlight. Only single-card moves are surfaced; multi-card tableau
/// runs are filtered out by [`hint_piles`]. The list may be empty when no
/// move exists at all (game is stuck).
///
/// This is the backing data for the cycling hint system: the H key steps
/// through `hints[HintCycleIndex % hints.len()]` on each press.
pub fn all_hints(game: &GameState) -> Vec<(KlondikePile, KlondikePile)> {
if game.has_test_pile_overrides() {
return legacy_all_hints(game);
}
game.possible_instructions()
.into_iter()
.filter_map(|instruction| hint_piles(game, instruction))
.collect()
}
/// Project a [`KlondikeInstruction`] to the `(source, destination)` piles a
/// hint should highlight, or `None` for a no-op or multi-card move.
///
/// Delegates the instruction→pile decode to the single owner of that mapping,
/// [`GameState::instruction_to_piles`], and keeps only single-card moves
/// (`count == 1`) — the hint highlight can represent exactly one source card.
pub(crate) fn hint_piles(
game: &GameState,
instruction: KlondikeInstruction,
) -> Option<(KlondikePile, KlondikePile)> {
match game.instruction_to_piles(instruction)? {
(from, to, 1) => Some((from, to)),
_ => None,
}
}
/// Legacy hint enumeration used only when test pile overrides are active.
///
/// `possible_instructions()` reflects the internal upstream `Session` state.
/// In test fixtures that inject synthetic piles via `set_test_*`, these
/// synthetic piles can diverge from the session state; this fallback preserves
/// deterministic test semantics in those fixtures.
fn legacy_all_hints(game: &GameState) -> Vec<(KlondikePile, KlondikePile)> {
let sources: Vec<KlondikePile> = {
let mut s = vec![KlondikePile::Stock];
for tableau in TABLEAUS {
s.push(KlondikePile::Tableau(tableau));
}
s
};
let mut hints: Vec<(KlondikePile, KlondikePile)> = Vec::new();
// Pass 1 — foundation moves (highest priority, shown first).
for from in &sources {
let from_pile = pile_cards(game, from);
let Some(_card) = from_pile.last().filter(|(_, face_up)| *face_up) else {
continue;
};
for foundation in FOUNDATIONS {
let dest = KlondikePile::Foundation(foundation);
if game.can_move_cards(from, &dest, 1) {
hints.push((*from, dest));
break;
}
}
}
// Pass 2 — tableau moves (deduplicated by source pile so we don't
// repeat the same source card multiple times for different destinations).
for from in &sources {
let from_pile = pile_cards(game, from);
let Some(_card) = from_pile.last().filter(|(_, face_up)| *face_up) else {
continue;
};
let already_has_foundation_hint = hints
.iter()
.any(|(f, t)| f == from && matches!(t, KlondikePile::Foundation(_)));
if already_has_foundation_hint {
continue;
}
for tableau in TABLEAUS {
let dest = KlondikePile::Tableau(tableau);
if game.can_move_cards(from, &dest, 1) {
hints.push((*from, dest));
break;
}
}
}
// Pass 2b — Foundation → Tableau moves (only when the rule allows it).
// Foundation piles are excluded from Pass 1 & 2's source list because they
// should never hint Foundation→Foundation. Here we handle the return path
// separately so the guarded `take_from_foundation` rule is respected.
if game.take_from_foundation {
for foundation in FOUNDATIONS {
let from = KlondikePile::Foundation(foundation);
let from_pile = pile_cards(game, &from);
let Some(_card) = from_pile.last().filter(|(_, face_up)| *face_up) else {
continue;
};
for tableau in TABLEAUS {
let dest = KlondikePile::Tableau(tableau);
if game.can_move_cards(&from, &dest, 1) {
hints.push((from, dest));
break;
}
}
}
}
// Pass 3 — suggest drawing from the stock when no other hint was found.
if hints.is_empty() {
let stock_cards = game.stock_cards();
let waste_cards = game.waste_cards();
let stock_non_empty = !stock_cards.is_empty();
let waste_can_recycle = stock_cards.is_empty() && !waste_cards.is_empty();
if stock_non_empty || waste_can_recycle {
// Stock→Waste is not a real pile-to-pile move, but we reuse the
// pair to signal "draw". The H handler only reads `from` to
// locate the card to highlight; we point at the stock pile.
hints.push((KlondikePile::Stock, KlondikePile::Stock));
}
}
hints
}
fn pile_cards(game: &GameState, pile: &KlondikePile) -> Vec<(Card, bool)> {
match pile {
KlondikePile::Stock => game.waste_cards(),
_ => game.pile(*pile),
}
}
const fn tableau_number(tableau: Tableau) -> u8 {
match tableau {
Tableau::Tableau1 => 1,
Tableau::Tableau2 => 2,
Tableau::Tableau3 => 3,
Tableau::Tableau4 => 4,
Tableau::Tableau5 => 5,
Tableau::Tableau6 => 6,
Tableau::Tableau7 => 7,
}
}
/// Find one valid move in the current game state.
///
/// Returns `(from, to)` for the first legal move found, or `None` if
/// no move is available. This is a convenience wrapper over [`all_hints`].
pub fn find_hint(game: &GameState) -> Option<(KlondikePile, KlondikePile)> {
all_hints(game).into_iter().next()
}
#[cfg(test)]
mod tests;