97f38085e3
Continues the UI-first pass started by the New Game button. Per the design principle in CLAUDE.md / ARCHITECTURE.md §1, every player action must be reachable from a visible UI control with the keyboard shortcut as an optional accelerator. Refactor the single New Game button into a flex-row "action bar" anchored top-right with four buttons: Undo, Pause, Help, New Game (left → right; New Game rightmost as the most consequential action). Plumbing: - New `PauseRequestEvent` and `HelpRequestEvent` in events.rs. - pause_plugin::toggle_pause reads either Esc or PauseRequestEvent so the button and the keyboard accelerator drive the same code path (with the existing drag / game-over / selection guards). - help_plugin::toggle_help_screen reads either F1 or HelpRequestEvent; also fix the stale module-doc claim that H toggles help (it's F1 — H is bound to hint cycle in input_plugin). - hud_plugin now spawns four ActionButton-marked buttons via a ChildSpawnerCommands helper, with one click handler per button firing its respective request event. A single paint_action_buttons system covers hover/pressed colour for all of them via the shared ActionButton marker. The click handlers defensively re-register their request events so the plugin works in isolation under MinimalPlugins (tests). add_message is idempotent. - ARCHITECTURE.md HudPlugin row updated to call out the action bar. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
162 lines
5.0 KiB
Rust
162 lines
5.0 KiB
Rust
//! Toggleable on-screen help / cheat sheet showing keyboard bindings.
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//!
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//! Reachable from the HUD "Help" button (per the UI-first principle); `F1`
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//! is an optional accelerator. Listed shortcuts are grouped by intent —
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//! gameplay, modes, and overlays.
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use bevy::prelude::*;
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use crate::events::HelpRequestEvent;
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/// Marker on the help overlay root node.
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#[derive(Component, Debug)]
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pub struct HelpScreen;
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/// Spawns and despawns the help / controls overlay shown when the player
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/// clicks the "Help" HUD button or presses `F1`. All hotkeys and gesture
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/// guides live here.
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pub struct HelpPlugin;
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impl Plugin for HelpPlugin {
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fn build(&self, app: &mut App) {
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app.add_message::<HelpRequestEvent>()
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.add_systems(Update, toggle_help_screen);
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}
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}
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fn toggle_help_screen(
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mut commands: Commands,
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keys: Res<ButtonInput<KeyCode>>,
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mut requests: MessageReader<HelpRequestEvent>,
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screens: Query<Entity, With<HelpScreen>>,
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) {
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// Either F1 or a click on the HUD "Help" button (which fires
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// HelpRequestEvent) toggles the overlay.
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let button_clicked = requests.read().count() > 0;
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if !keys.just_pressed(KeyCode::F1) && !button_clicked {
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return;
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}
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if let Ok(entity) = screens.single() {
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commands.entity(entity).despawn();
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} else {
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spawn_help_screen(&mut commands);
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}
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}
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fn spawn_help_screen(commands: &mut Commands) {
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let lines: Vec<String> = vec![
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"=== Controls ===".to_string(),
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String::new(),
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"-- Gameplay --".to_string(),
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" D Draw from stock".to_string(),
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" U Undo last move".to_string(),
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" Drag Move cards between piles".to_string(),
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" Click stock Draw".to_string(),
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String::new(),
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"-- New Game --".to_string(),
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" N New Classic game (N twice if in progress)".to_string(),
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" C Start today's daily challenge".to_string(),
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" Z Start a Zen game (level 5+)".to_string(),
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" X Start the next Challenge (level 5+)".to_string(),
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" T Start a Time Attack session (level 5+)".to_string(),
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String::new(),
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"-- Overlays --".to_string(),
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" S Stats & progression".to_string(),
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" A Achievements".to_string(),
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" L Leaderboard".to_string(),
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" O Settings".to_string(),
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" F1 This help screen".to_string(),
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" F11 Toggle fullscreen".to_string(),
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" Esc Pause / resume".to_string(),
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" [ / ] SFX volume down / up".to_string(),
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String::new(),
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"Press F1 to close".to_string(),
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];
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commands
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.spawn((
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HelpScreen,
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Node {
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position_type: PositionType::Absolute,
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left: Val::Percent(0.0),
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top: Val::Percent(0.0),
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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flex_direction: FlexDirection::Column,
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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row_gap: Val::Px(4.0),
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..default()
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},
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BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.88)),
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ZIndex(210),
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))
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.with_children(|b| {
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for line in lines {
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b.spawn((
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Text::new(line),
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TextFont {
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font_size: 22.0,
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..default()
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},
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TextColor(Color::srgb(0.95, 0.95, 0.90)),
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));
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}
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});
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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fn headless_app() -> App {
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let mut app = App::new();
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app.add_plugins(MinimalPlugins).add_plugins(HelpPlugin);
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app.init_resource::<ButtonInput<KeyCode>>();
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app.update();
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app
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}
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#[test]
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fn pressing_f1_spawns_help_screen() {
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let mut app = headless_app();
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app.world_mut()
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.resource_mut::<ButtonInput<KeyCode>>()
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.press(KeyCode::F1);
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app.update();
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assert_eq!(
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app.world_mut()
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.query::<&HelpScreen>()
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.iter(app.world())
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.count(),
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1
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);
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}
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#[test]
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fn pressing_f1_twice_closes_help_screen() {
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let mut app = headless_app();
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app.world_mut()
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.resource_mut::<ButtonInput<KeyCode>>()
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.press(KeyCode::F1);
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app.update();
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{
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let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
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input.release(KeyCode::F1);
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input.clear();
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input.press(KeyCode::F1);
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}
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app.update();
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assert_eq!(
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app.world_mut()
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.query::<&HelpScreen>()
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.iter(app.world())
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.count(),
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0
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);
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}
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}
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