Files
Ferrous-Solitaire/solitaire_engine/src/card_plugin/stock.rs
T
funman300 d1e87765af refactor(engine): split card_plugin runtime code into submodules
Final runtime split for #118: the 2,536-line mod.rs becomes seven
focused submodules along existing system boundaries —

  mod.rs      574  fan-step helpers, CardImageSet, markers, plugin build
  sync.rs     748  asset loading + card entity lifecycle (spawn/update/position)
  layout.rs   351  resize snapping, in-place resize, tableau fan spread
  stock.rs    291  empty-stock recycle hint + count badge
  highlights.rs 276 hint/right-click highlights, cursor hit-testing
  labels.rs   208  desktop text labels + Android corner labels
  anim.rs     200  flip animation, drag shadows

Moved items are pub(super); code moved verbatim apart from relocating
the two stock colour constants next to their consumers. No behaviour
change; all 70 card tests pass unchanged.

Refs #118

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 14:01:10 -07:00

292 lines
11 KiB
Rust

//! Stock-pile indicators: the empty-stock recycle hint and count badge.
use super::*;
use bevy::color::Color;
use solitaire_core::KlondikePile;
use solitaire_core::game_state::GameState;
use crate::events::StateChangedEvent;
use crate::font_plugin::FontResource;
use crate::layout::{Layout, LayoutResource};
use crate::resources::GameStateResource;
use crate::table_plugin::{PILE_MARKER_DEFAULT_COLOUR, PileMarker};
use crate::ui_theme::{
STOCK_BADGE_BG, STOCK_BADGE_FG, TEXT_PRIMARY,
TYPE_BODY, Z_STOCK_BADGE,
};
/// Sprite colour applied to the stock `PileMarker` when the stock pile is empty,
/// to signal to the player that there are no more cards to draw. Pure white
/// at 0.4 alpha — a deliberate brightness-boost over the default marker so
/// the "empty" state is more visible, not less. Not derived from a palette
/// token: this is a sprite tint, not chrome colour.
const STOCK_EMPTY_DIM_COLOUR: Color = Color::srgba(1.0, 1.0, 1.0, 0.4);
/// Sprite colour applied to the stock `PileMarker` when cards remain in
/// stock. Aliased to [`PILE_MARKER_DEFAULT_COLOUR`] so it tracks the rest
/// of the engine's idle pile-marker tint automatically.
const STOCK_NORMAL_COLOUR: Color = PILE_MARKER_DEFAULT_COLOUR;
/// Shared logic for updating the stock pile marker's dim state and "↺" label.
///
/// If the stock pile is empty the marker sprite is dimmed to
/// `STOCK_EMPTY_DIM_COLOUR` and a child `Text2d` with `StockEmptyLabel` is
/// spawned (if not already present). When the stock is non-empty the marker is
/// restored to `STOCK_NORMAL_COLOUR` and any `StockEmptyLabel` children are
/// despawned.
pub(super) fn apply_stock_empty_indicator<F: bevy::ecs::query::QueryFilter>(
commands: &mut Commands,
game: &GameState,
pile_markers: &mut Query<(Entity, &PileMarker, &mut Sprite), F>,
label_children: &Query<(Entity, &ChildOf), With<StockEmptyLabel>>,
layout: &Layout,
font: Handle<Font>,
) {
let stock_empty = game.stock_cards().is_empty();
for (entity, pile_marker, mut sprite) in pile_markers.iter_mut() {
if pile_marker.0 != KlondikePile::Stock {
continue;
}
if stock_empty {
// Dim the marker sprite.
sprite.color = STOCK_EMPTY_DIM_COLOUR;
// Spawn the "↺" label only if one does not already exist.
let already_has_label = label_children
.iter()
.any(|(_, parent)| parent.parent() == entity);
if !already_has_label {
let font_size = layout.card_size.x * 0.4;
commands.entity(entity).with_children(|b| {
b.spawn((
StockEmptyLabel,
Text2d::new(""),
TextFont {
font: font.clone(),
font_size,
..default()
},
TextColor(TEXT_PRIMARY.with_alpha(0.7)),
Transform::from_xyz(0.0, 0.0, 0.1),
));
});
}
} else {
// Restore normal brightness.
sprite.color = STOCK_NORMAL_COLOUR;
// Despawn any existing "↺" label children.
for (label_entity, parent) in label_children.iter() {
if parent.parent() == entity {
commands.entity(label_entity).despawn();
}
}
}
}
}
/// Runs at `PostStartup` to apply the stock-empty indicator for the initial
/// game state (before any `StateChangedEvent` fires).
pub(super) fn update_stock_empty_indicator_startup(
mut commands: Commands,
game: Res<GameStateResource>,
layout: Option<Res<LayoutResource>>,
font_res: Option<Res<FontResource>>,
mut pile_markers: Query<(Entity, &PileMarker, &mut Sprite)>,
label_children: Query<(Entity, &ChildOf), With<StockEmptyLabel>>,
) {
let Some(layout) = layout else { return };
let font = font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default();
apply_stock_empty_indicator(
&mut commands,
&game.0,
&mut pile_markers,
&label_children,
&layout.0,
font,
);
}
/// Runs each `Update` tick when a `StateChangedEvent` arrives, keeping the
/// stock pile marker dim state and "↺" label in sync with the current stock.
pub(super) fn update_stock_empty_indicator(
mut events: MessageReader<StateChangedEvent>,
mut commands: Commands,
game: Res<GameStateResource>,
layout: Option<Res<LayoutResource>>,
font_res: Option<Res<FontResource>>,
mut pile_markers: Query<(Entity, &PileMarker, &mut Sprite)>,
label_children: Query<(Entity, &ChildOf), With<StockEmptyLabel>>,
) {
if events.read().next().is_none() {
return;
}
let Some(layout) = layout else { return };
let font = font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default();
apply_stock_empty_indicator(
&mut commands,
&game.0,
&mut pile_markers,
&label_children,
&layout.0,
font,
);
}
// ---------------------------------------------------------------------------
// Stock-pile remaining-count badge
//
// Shows a small "N" chip pinned to the bottom-right corner of the stock pile so
// the player can see how many cards remain before the next recycle. The
// existing `StockEmptyLabel` (`↺` overlay) covers the empty-stock case, so
// the badge hides itself when the stock has zero cards — the two indicators
// never render at the same time.
// ---------------------------------------------------------------------------
/// Inset (in pixels) from the bottom-right corner of the stock pile sprite to
/// the centre of the count badge. Anchoring to the bottom-right keeps the chip
/// clear of the rank/suit pip in the card's top-left corner. Both components
/// move the centre *inward* from that corner: `x` is subtracted from the right
/// edge, `y` is added to the bottom edge. The `x` magnitude must satisfy
/// `x >= STOCK_BADGE_SIZE.x / 2` so the badge right edge stays inside the stock
/// pile and never overlaps the adjacent waste pile — critical on Android where
/// `H_GAP_DIVISOR = 32` gives an inter-pile gap of only ~4 px.
const STOCK_BADGE_INSET: Vec2 = Vec2::new(20.0, 8.0);
/// Width / height of the badge background sprite, in world pixels. Sized so
/// a 2-digit count (max "24") fits comfortably with `TYPE_BODY` (14 pt) text.
const STOCK_BADGE_SIZE: Vec2 = Vec2::new(34.0, 20.0);
/// Returns the count of cards currently in the stock pile.
///
/// Pure helper extracted so the count source is identical between the spawn
/// system, the update system, and the unit tests.
pub(super) fn stock_card_count(game: &GameState) -> usize {
game.stock_cards().len()
}
/// Returns the world-space `Vec3` for the centre of the stock-count badge,
/// given the current `Layout`. The badge sits at the bottom-right corner of
/// the stock pile sprite, inset by [`STOCK_BADGE_INSET`], so it stays clear of
/// the rank/suit pip in the card's top-left corner.
pub(super) fn stock_badge_translation(layout: &Layout) -> Vec3 {
// Empty layouts don't contain a Stock entry — fall back to origin so
// the badge stays in a deterministic spot until the layout is filled.
let pile_pos = layout
.pile_positions
.get(&KlondikePile::Stock)
.copied()
.unwrap_or(Vec2::ZERO);
let half = layout.card_size * 0.5;
// Anchor to the bottom-right corner, then move the centre inward.
let x = pile_pos.x + half.x - STOCK_BADGE_INSET.x;
let y = pile_pos.y - half.y + STOCK_BADGE_INSET.y;
Vec3::new(x, y, Z_STOCK_BADGE)
}
/// Spawns the stock-count badge entity (background sprite + child text)
/// into the world. Called once, when the badge does not yet exist.
pub(super) fn spawn_stock_count_badge(
commands: &mut Commands,
layout: &Layout,
font: Option<&Handle<Font>>,
count: usize,
) {
let translation = stock_badge_translation(layout);
let visibility = if count == 0 {
Visibility::Hidden
} else {
Visibility::Inherited
};
let text_font = TextFont {
font: font.cloned().unwrap_or_default(),
font_size: TYPE_BODY,
..default()
};
commands
.spawn((
StockCountBadge,
Sprite {
color: STOCK_BADGE_BG,
custom_size: Some(STOCK_BADGE_SIZE),
..default()
},
Transform::from_translation(translation),
visibility,
))
.with_children(|b| {
b.spawn((
StockCountBadgeText,
Text2d::new(format!("{count}")),
text_font,
TextColor(STOCK_BADGE_FG),
// Slightly above the chip background so the digits aren't
// occluded by the sprite they sit on.
Transform::from_xyz(0.0, 0.0, 0.1),
));
});
}
/// Spawns the stock-pile remaining-count badge if it does not yet exist,
/// and otherwise updates its text and visibility in place.
///
/// Visibility rule: hidden when the stock is empty (the existing `↺`
/// `StockEmptyLabel` overlay covers that state), shown when one or more
/// cards remain.
///
/// Position is recomputed from `LayoutResource` every tick so the badge
/// follows the stock pile across `WindowResized` layout updates without
/// needing a dedicated resize handler.
#[allow(clippy::too_many_arguments)]
pub(super) fn update_stock_count_badge(
mut commands: Commands,
game: Option<Res<GameStateResource>>,
layout: Option<Res<LayoutResource>>,
font: Option<Res<FontResource>>,
mut badges: Query<(Entity, &mut Transform, &mut Visibility), With<StockCountBadge>>,
children: Query<&Children, With<StockCountBadge>>,
mut texts: Query<&mut Text2d, With<StockCountBadgeText>>,
) {
let Some(game) = game else { return };
let Some(layout) = layout else { return };
let count = stock_card_count(&game.0);
let translation = stock_badge_translation(&layout.0);
let target_visibility = if count == 0 {
Visibility::Hidden
} else {
Visibility::Inherited
};
if badges.is_empty() {
spawn_stock_count_badge(&mut commands, &layout.0, font.as_ref().map(|f| &f.0), count);
return;
}
for (entity, mut transform, mut visibility) in badges.iter_mut() {
transform.translation = translation;
if *visibility != target_visibility {
*visibility = target_visibility;
}
// Update the child text to reflect the latest count. The text node
// is created at spawn time, so under normal operation we always
// have exactly one child here.
if let Ok(badge_children) = children.get(entity) {
for child in badge_children.iter() {
if let Ok(mut text) = texts.get_mut(child) {
let new = format!("{count}");
if text.0 != new {
text.0 = new;
}
}
}
}
}
}