Files
Ferrous-Solitaire/solitaire_engine/src/help_plugin.rs
T
funman300 abeb4e5cdf feat(engine): unify dismiss verb to Done and warm onboarding CTA to Let's play
The Help modal previously used "Close" while the other five overlay
modals (Home, Stats, Achievements, Settings, Profile, Leaderboard)
used "Done"; standardising on "Done" removes the outlier.

The final onboarding slide changes from "Start playing" to
"Let's play". The microcopy audit suggested matching the win modal's
"Play Again", but that verb is semantically wrong on first launch —
the player has not yet played. "Let's play" reads warmer and matches
the project's Balatro-tone direction without overloading "Play Again"
across two contexts that mean different things.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 20:18:02 +00:00

260 lines
8.5 KiB
Rust

//! Toggleable on-screen help / cheat sheet showing keyboard bindings.
//!
//! Reachable from the HUD "Help" button (per the UI-first principle); `F1`
//! is an optional accelerator. Listed shortcuts are grouped by intent —
//! gameplay, modes, and overlays.
use bevy::prelude::*;
use crate::events::HelpRequestEvent;
use crate::font_plugin::FontResource;
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
};
use crate::ui_theme::{
Z_MODAL_PANEL, BORDER_SUBTLE, RADIUS_SM, SPACE_2, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY,
TYPE_CAPTION, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3,
};
/// Marker on the help overlay root node.
#[derive(Component, Debug)]
pub struct HelpScreen;
/// Marker on the "Done" button inside the Help modal.
#[derive(Component, Debug)]
pub struct HelpCloseButton;
/// Spawns and despawns the help / controls overlay shown when the player
/// clicks the "Help" HUD button or presses `F1`. All hotkeys and gesture
/// guides live here.
pub struct HelpPlugin;
impl Plugin for HelpPlugin {
fn build(&self, app: &mut App) {
app.add_message::<HelpRequestEvent>()
.add_systems(Update, (toggle_help_screen, handle_help_close_button));
}
}
fn toggle_help_screen(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<HelpRequestEvent>,
screens: Query<Entity, With<HelpScreen>>,
font_res: Option<Res<FontResource>>,
) {
// Either F1 or a click on the HUD "Help" button (which fires
// HelpRequestEvent) toggles the overlay.
let button_clicked = requests.read().count() > 0;
if !keys.just_pressed(KeyCode::F1) && !button_clicked {
return;
}
if let Ok(entity) = screens.single() {
commands.entity(entity).despawn();
} else {
spawn_help_screen(&mut commands, font_res.as_deref());
}
}
/// Click handler for the modal's "Done" button. F1 toggles the overlay
/// the same way; this just exposes the close action to mouse / touch.
fn handle_help_close_button(
mut commands: Commands,
close_buttons: Query<&Interaction, (With<HelpCloseButton>, Changed<Interaction>)>,
screens: Query<Entity, With<HelpScreen>>,
) {
if !close_buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
for entity in &screens {
commands.entity(entity).despawn();
}
}
/// Each entry in the controls reference table.
struct ControlRow {
keys: &'static str,
description: &'static str,
}
/// Each section of the controls reference. Sections render with a
/// section title and a vertically stacked list of `ControlRow`s.
struct ControlSection {
title: &'static str,
rows: &'static [ControlRow],
}
const CONTROL_SECTIONS: &[ControlSection] = &[
ControlSection {
title: "Gameplay",
rows: &[
ControlRow { keys: "Drag", description: "Move cards between piles" },
ControlRow { keys: "D / Space", description: "Draw from stock" },
ControlRow { keys: "U", description: "Undo last move" },
ControlRow { keys: "Click stock", description: "Draw" },
],
},
ControlSection {
title: "New Game",
rows: &[
ControlRow { keys: "N", description: "New Classic game (N twice if in progress)" },
ControlRow { keys: "C", description: "Start today's daily challenge" },
ControlRow { keys: "Z", description: "Start a Zen game (level 5+)" },
ControlRow { keys: "X", description: "Start the next Challenge (level 5+)" },
ControlRow { keys: "T", description: "Start a Time Attack session (level 5+)" },
],
},
ControlSection {
title: "Overlays",
rows: &[
ControlRow { keys: "S", description: "Stats & progression" },
ControlRow { keys: "A", description: "Achievements" },
ControlRow { keys: "L", description: "Leaderboard" },
ControlRow { keys: "O", description: "Settings" },
ControlRow { keys: "F1", description: "This help screen" },
ControlRow { keys: "F11", description: "Toggle fullscreen" },
ControlRow { keys: "Esc", description: "Pause / resume" },
ControlRow { keys: "[ / ]", description: "SFX volume down / up" },
],
},
];
fn spawn_help_screen(commands: &mut Commands, font_res: Option<&FontResource>) {
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_section = TextFont {
font: font_handle.clone(),
font_size: TYPE_BODY,
..default()
};
let font_row = font_section.clone();
let font_kbd = TextFont {
font: font_handle,
font_size: TYPE_CAPTION,
..default()
};
spawn_modal(commands, HelpScreen, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, "Controls", font_res);
for section in CONTROL_SECTIONS {
// Section title in muted text — distinguishes from row content.
card.spawn((
Text::new(section.title),
font_section.clone(),
TextColor(TEXT_SECONDARY),
));
// Each row is a flex-row: kbd-style chip + description.
for row in section.rows {
card.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_3,
..default()
})
.with_children(|line| {
// The hotkey rendered as a small chip with a border —
// visual cue that it's a key reference, not part of
// the description text.
line.spawn((
Node {
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_1),
min_width: Val::Px(64.0),
justify_content: JustifyContent::Center,
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BorderColor::all(BORDER_SUBTLE),
))
.with_children(|chip| {
chip.spawn((
Text::new(row.keys),
font_kbd.clone(),
TextColor(TEXT_PRIMARY),
));
});
line.spawn((
Text::new(row.description),
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
});
}
// Section spacer — small empty box. Keeps each section
// visually grouped.
card.spawn(Node {
height: Val::Px(SPACE_2),
..default()
});
}
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
HelpCloseButton,
"Done",
Some("F1"),
ButtonVariant::Primary,
font_res,
);
});
});
}
#[cfg(test)]
mod tests {
use super::*;
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(HelpPlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
}
#[test]
fn pressing_f1_spawns_help_screen() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::F1);
app.update();
assert_eq!(
app.world_mut()
.query::<&HelpScreen>()
.iter(app.world())
.count(),
1
);
}
#[test]
fn pressing_f1_twice_closes_help_screen() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::F1);
app.update();
{
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(KeyCode::F1);
input.clear();
input.press(KeyCode::F1);
}
app.update();
assert_eq!(
app.world_mut()
.query::<&HelpScreen>()
.iter(app.world())
.count(),
0
);
}
}