Files
Ferrous-Solitaire/solitaire_engine
funman300 90e24d9711 feat(replay): wire ESC accelerator for stop, gate pause modal
ESC during an active replay now stops it (mirrors the existing
Stop button click). UI-first contract from CLAUDE.md §3.3 holds
for the keyboard accelerator: every keybind the footer surfaces
points at a wired action.

Cross-plugin coordination: pause_plugin's `toggle_pause` already
listens for ESC and would otherwise open the pause modal on the
same press. Resolved by adding a fourth defer-if check to the
existing modal-stack pattern in `toggle_pause` —
`replay_state.is_some_and(|s| s.is_playing())` slots in right
after `other_modal_scrims` and before `selection`. Symmetric
shape to the existing forfeit / modal-scrim / selection /
game-over / drag gates.

Footer hint extended from `[SPACE] pause/resume` to
`[SPACE] pause/resume · [ESC] stop` in lockstep — the
"only-wired-keybinds" discipline holds.

3 new tests:
- esc_keyboard_stops_active_replay (positive: Esc → Inactive,
  overlay despawns next frame)
- esc_keyboard_is_noop_when_not_playing (negative: doesn't fire
  on Inactive state, lets global Esc listeners own those frames)
- keybind_footer_hint_lists_space_and_esc (footer text contains
  both keybinds)

Plus updated helper-pin test for the new hint string. Existing
pause_plugin tests unaffected (they don't insert a
ReplayPlaybackState resource so the new gate is a no-op for
them).

Tests: 1240 → 1243 (+3). Clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 16:06:02 -07:00
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