cbf2483028
Follow-up to a54201e. The previous commit added ScrimDismissible to
Stats, Achievements, and Help; this one extends the same one-line
opt-in to the remaining three read-only modals so the click-outside-
to-close gesture is consistent across every informational surface.
Each modal now has the same shape: capture the scrim from
spawn_modal, attach ScrimDismissible after the build closure
returns. Three lines per file plus the import; no behaviour change
to the modal content itself.
Settings, Onboarding, Pause, Forfeit confirm, ConfirmNewGame, and
the win/game-over modals continue to opt OUT — all carry unsaved
or destructive state where an accidental scrim click would lose
work.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
1169 lines
41 KiB
Rust
1169 lines
41 KiB
Rust
//! Mode-launcher overlay shown when the player presses **M** or clicks the
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//! Modes affordance.
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//!
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//! Replaces the prior "keyboard shortcut reference" Home modal with a
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//! vertical stack of five mode cards — Classic, Daily Challenge, Zen,
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//! Challenge, Time Attack. Clicking a card fires the same launch event
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//! the corresponding hotkey does, then closes the overlay. The shortcut
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//! reference now lives only in Help (`F1`), which is the canonical place
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//! for that information.
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//!
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//! Level-gated modes (Zen, Challenge, Time Attack) are disabled below
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//! `CHALLENGE_UNLOCK_LEVEL`; clicking a locked card fires an
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//! [`InfoToastEvent`] explaining the gate but does not launch the mode
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//! or close the overlay.
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use bevy::input::ButtonInput;
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use bevy::prelude::*;
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use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
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use crate::events::{
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InfoToastEvent, NewGameRequestEvent, StartChallengeRequestEvent,
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StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent, StartZenRequestEvent,
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};
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use crate::font_plugin::FontResource;
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use crate::progress_plugin::ProgressResource;
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use crate::ui_focus::{Disabled, FocusGroup, Focusable};
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use crate::ui_modal::{
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spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
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ScrimDismissible,
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};
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use crate::ui_theme::{
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ACCENT_PRIMARY, BG_ELEVATED_HI, BORDER_STRONG, BORDER_SUBTLE, RADIUS_MD, STATE_INFO,
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TEXT_DISABLED, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION,
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VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL,
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};
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// ---------------------------------------------------------------------------
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// Public marker components
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// ---------------------------------------------------------------------------
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/// Marker component on the Home overlay root entity (the modal scrim).
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#[derive(Component, Debug)]
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pub struct HomeScreen;
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/// Marker on the bottom-row "Cancel" button that dismisses the Home modal
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/// without launching a mode.
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#[derive(Component, Debug)]
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pub struct HomeCancelButton;
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// ---------------------------------------------------------------------------
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// Private mode-card data shape
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// ---------------------------------------------------------------------------
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/// Which game mode a [`HomeModeCard`] represents.
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///
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/// Kept private — external consumers should write the corresponding
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/// `Start*RequestEvent` (or [`NewGameRequestEvent`] for Classic) directly.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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enum HomeMode {
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Classic,
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Daily,
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Zen,
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Challenge,
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TimeAttack,
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}
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impl HomeMode {
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/// Display title shown on the card.
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fn title(self) -> &'static str {
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match self {
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HomeMode::Classic => "Classic",
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HomeMode::Daily => "Daily Challenge",
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HomeMode::Zen => "Zen Mode",
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HomeMode::Challenge => "Challenge",
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HomeMode::TimeAttack => "Time Attack",
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}
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}
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/// One-line description shown below the title.
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fn description(self) -> &'static str {
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match self {
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HomeMode::Classic => "The standard Klondike deal — score, time, and a fresh shuffle.",
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HomeMode::Daily => "Today's seed, same for everyone. Build a streak.",
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HomeMode::Zen => "No timer, no score. Just the cards.",
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HomeMode::Challenge => "Hand-picked hard deals. No undo. Win to advance.",
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HomeMode::TimeAttack => "How many can you finish in ten minutes?",
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}
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}
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/// The keyboard accelerator that dispatches the same launch event,
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/// shown in a small chip on the card.
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fn hotkey(self) -> &'static str {
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match self {
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HomeMode::Classic => "N",
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HomeMode::Daily => "C",
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HomeMode::Zen => "Z",
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HomeMode::Challenge => "X",
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HomeMode::TimeAttack => "T",
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}
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}
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/// `true` when the mode is gated behind `CHALLENGE_UNLOCK_LEVEL`.
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fn requires_unlock(self) -> bool {
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matches!(self, HomeMode::Zen | HomeMode::Challenge | HomeMode::TimeAttack)
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}
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/// `true` if the player at `level` is allowed to launch the mode.
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fn is_unlocked(self, level: u32) -> bool {
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!self.requires_unlock() || level >= CHALLENGE_UNLOCK_LEVEL
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}
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}
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/// Marker component placed on each mode-card `Button` so the click
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/// handler can identify which mode was pressed.
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#[derive(Component, Debug)]
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struct HomeModeCard(HomeMode);
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// ---------------------------------------------------------------------------
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// Plugin
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// ---------------------------------------------------------------------------
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/// Registers the M-key toggle, the mode-card click handler, and the
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/// Cancel-button handler.
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pub struct HomePlugin;
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impl Plugin for HomePlugin {
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fn build(&self, app: &mut App) {
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// Be defensive about message registration so HomePlugin works
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// standalone in tests (the actual handlers live in
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// input_plugin / challenge_plugin / time_attack_plugin /
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// daily_challenge_plugin, but those plugins might not be
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// installed in a tightly-scoped headless app).
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app.add_message::<NewGameRequestEvent>()
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.add_message::<StartZenRequestEvent>()
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.add_message::<StartChallengeRequestEvent>()
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.add_message::<StartTimeAttackRequestEvent>()
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.add_message::<StartDailyChallengeRequestEvent>()
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.add_message::<InfoToastEvent>()
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// `.chain()` because several systems (M-toggle, card click,
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// cancel button, digit-key shortcut) all read the
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// `HomeScreen` entity and may queue a despawn on it in the
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// same tick. Bevy's parallel scheduler would otherwise let
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// two of them run simultaneously and double-despawn the
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// entity, panicking when the second command buffer is
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// applied. Chaining serialises these systems and keeps the
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// despawn deterministic.
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.add_systems(
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Update,
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(
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toggle_home_screen,
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attach_focusable_to_home_mode_cards,
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handle_home_card_click,
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handle_home_cancel_button,
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handle_home_digit_keys,
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)
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.chain(),
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);
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}
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}
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// ---------------------------------------------------------------------------
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// M-key toggle
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// ---------------------------------------------------------------------------
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fn toggle_home_screen(
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mut commands: Commands,
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keys: Res<ButtonInput<KeyCode>>,
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progress: Option<Res<ProgressResource>>,
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font_res: Option<Res<FontResource>>,
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screens: Query<Entity, With<HomeScreen>>,
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) {
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if !keys.just_pressed(KeyCode::KeyM) {
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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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let level = progress.as_ref().map_or(0, |p| p.0.level);
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spawn_home_screen(&mut commands, level, font_res.as_deref());
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}
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}
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// ---------------------------------------------------------------------------
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// Card click handler
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// ---------------------------------------------------------------------------
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/// Dispatches a click on a mode card.
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///
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/// - **Unlocked** modes fire the matching `Start*RequestEvent` (or
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/// [`NewGameRequestEvent`] for Classic) and despawn the modal.
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/// - **Locked** modes (level below [`CHALLENGE_UNLOCK_LEVEL`]) fire only
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/// an [`InfoToastEvent`] and leave the modal open so the player can
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/// pick another mode.
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#[allow(clippy::too_many_arguments)]
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fn handle_home_card_click(
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mut commands: Commands,
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cards: Query<(&Interaction, &HomeModeCard), Changed<Interaction>>,
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progress: Option<Res<ProgressResource>>,
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screens: Query<Entity, With<HomeScreen>>,
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mut new_game: MessageWriter<NewGameRequestEvent>,
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mut zen: MessageWriter<StartZenRequestEvent>,
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mut challenge: MessageWriter<StartChallengeRequestEvent>,
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mut time_attack: MessageWriter<StartTimeAttackRequestEvent>,
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mut daily: MessageWriter<StartDailyChallengeRequestEvent>,
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mut info_toast: MessageWriter<InfoToastEvent>,
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) {
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let level = progress.as_ref().map_or(0, |p| p.0.level);
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for (interaction, card) in &cards {
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if *interaction != Interaction::Pressed {
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continue;
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}
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if !card.0.is_unlocked(level) {
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info_toast.write(InfoToastEvent(format!(
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"{} unlocks at level {CHALLENGE_UNLOCK_LEVEL}",
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card.0.title()
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)));
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// Leave the modal open so the player can pick another mode.
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continue;
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}
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match card.0 {
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HomeMode::Classic => {
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new_game.write(NewGameRequestEvent::default());
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}
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HomeMode::Daily => {
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daily.write(StartDailyChallengeRequestEvent);
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}
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HomeMode::Zen => {
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zen.write(StartZenRequestEvent);
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}
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HomeMode::Challenge => {
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challenge.write(StartChallengeRequestEvent);
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}
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HomeMode::TimeAttack => {
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time_attack.write(StartTimeAttackRequestEvent);
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}
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}
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// Close the modal after dispatching the launch event.
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for entity in &screens {
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commands.entity(entity).despawn();
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}
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}
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}
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// ---------------------------------------------------------------------------
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// Cancel button handler
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// ---------------------------------------------------------------------------
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fn handle_home_cancel_button(
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mut commands: Commands,
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cancel_buttons: Query<&Interaction, (With<HomeCancelButton>, Changed<Interaction>)>,
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screens: Query<Entity, With<HomeScreen>>,
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) {
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if !cancel_buttons.iter().any(|i| *i == Interaction::Pressed) {
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return;
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}
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for entity in &screens {
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commands.entity(entity).despawn();
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}
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}
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// ---------------------------------------------------------------------------
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// Digit-key shortcuts (1-5) — modal-scoped
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// ---------------------------------------------------------------------------
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/// Maps a [`KeyCode::Digit1`]..[`KeyCode::Digit5`] press to the matching
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/// [`HomeMode`]. Returns `None` for any other key. Kept as a small free
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/// function so the keyboard handler reads as a clean dispatch table and so
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/// the mapping is easy to unit-test in isolation.
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fn digit_to_home_mode(key: KeyCode) -> Option<HomeMode> {
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match key {
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KeyCode::Digit1 => Some(HomeMode::Classic),
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KeyCode::Digit2 => Some(HomeMode::Daily),
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KeyCode::Digit3 => Some(HomeMode::Zen),
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KeyCode::Digit4 => Some(HomeMode::Challenge),
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KeyCode::Digit5 => Some(HomeMode::TimeAttack),
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_ => None,
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}
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}
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/// Direct keyboard activation of a specific mode while the Mode Launcher
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/// modal is open. Mirrors the click-handler dispatch in
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/// [`handle_home_card_click`]: pressing `1` launches Classic, `2` launches
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/// the Daily Challenge, and `3`/`4`/`5` launch Zen / Challenge / Time
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/// Attack respectively when the player has reached
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/// [`CHALLENGE_UNLOCK_LEVEL`].
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///
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/// The shortcut is **modal-scoped** — when no [`HomeScreen`] exists the
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/// system returns immediately, so digit keys can never accidentally launch
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/// a mode mid-game. Pressing a digit for a locked mode is a no-op (matches
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/// the click-on-locked-card behaviour) and leaves the modal open so the
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/// player can pick another mode.
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#[allow(clippy::too_many_arguments)]
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fn handle_home_digit_keys(
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mut commands: Commands,
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keys: Res<ButtonInput<KeyCode>>,
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progress: Option<Res<ProgressResource>>,
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screens: Query<Entity, With<HomeScreen>>,
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mut new_game: MessageWriter<NewGameRequestEvent>,
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mut zen: MessageWriter<StartZenRequestEvent>,
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mut challenge: MessageWriter<StartChallengeRequestEvent>,
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mut time_attack: MessageWriter<StartTimeAttackRequestEvent>,
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mut daily: MessageWriter<StartDailyChallengeRequestEvent>,
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) {
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// Modal-scoped: do nothing when the Mode Launcher isn't open.
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if screens.is_empty() {
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return;
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}
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let Some(mode) = [
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KeyCode::Digit1,
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KeyCode::Digit2,
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KeyCode::Digit3,
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KeyCode::Digit4,
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KeyCode::Digit5,
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]
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.into_iter()
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.find(|k| keys.just_pressed(*k))
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.and_then(digit_to_home_mode) else {
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return;
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};
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let level = progress.as_ref().map_or(0, |p| p.0.level);
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if !mode.is_unlocked(level) {
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// Locked mode: no-op, modal stays open.
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return;
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}
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match mode {
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HomeMode::Classic => {
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new_game.write(NewGameRequestEvent::default());
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}
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HomeMode::Daily => {
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daily.write(StartDailyChallengeRequestEvent);
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}
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HomeMode::Zen => {
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zen.write(StartZenRequestEvent);
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}
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HomeMode::Challenge => {
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challenge.write(StartChallengeRequestEvent);
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}
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HomeMode::TimeAttack => {
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time_attack.write(StartTimeAttackRequestEvent);
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}
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}
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|
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// Close the modal after dispatching the launch event — same shape as
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// the click handler.
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for entity in &screens {
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commands.entity(entity).despawn();
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}
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}
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// ---------------------------------------------------------------------------
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// Spawn helpers
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// ---------------------------------------------------------------------------
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/// Spawns the Home modal with five mode cards plus a Cancel button.
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fn spawn_home_screen(commands: &mut Commands, level: u32, font_res: Option<&FontResource>) {
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let scrim = spawn_modal(commands, HomeScreen, Z_MODAL_PANEL, |card| {
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spawn_modal_header(card, "Choose a Mode", font_res);
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for mode in [
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HomeMode::Classic,
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HomeMode::Daily,
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HomeMode::Zen,
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HomeMode::Challenge,
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HomeMode::TimeAttack,
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] {
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spawn_mode_card(card, mode, level, font_res);
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}
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spawn_modal_actions(card, |actions| {
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spawn_modal_button(
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actions,
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HomeCancelButton,
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"Cancel",
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Some("M"),
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ButtonVariant::Tertiary,
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font_res,
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);
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});
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});
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// Home is read-only — opt into click-outside-to-dismiss.
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commands.entity(scrim).insert(ScrimDismissible);
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}
|
|
|
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/// Tab-walk order for each mode card, matching the visual top-to-bottom
|
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/// stack inside the Home modal. Lower numbers receive focus first under
|
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/// `Focusable`'s sort.
|
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fn home_mode_focus_order(mode: HomeMode) -> i32 {
|
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match mode {
|
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HomeMode::Classic => 0,
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HomeMode::Daily => 1,
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HomeMode::Zen => 2,
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HomeMode::Challenge => 3,
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HomeMode::TimeAttack => 4,
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|
}
|
|
}
|
|
|
|
/// Auto-attaches [`Focusable`] (and [`Disabled`] when locked) to every
|
|
/// newly-spawned [`HomeModeCard`]. Walks ancestors to find the
|
|
/// [`crate::ui_modal::ModalScrim`] so each card's focus group is bound
|
|
/// to its parent modal — mirrors the convention that
|
|
/// `attach_focusable_to_modal_buttons` uses for `ModalButton`s.
|
|
///
|
|
/// Doing this in a system (instead of inline at spawn time) lets
|
|
/// `spawn_home_screen` keep using the existing `spawn_modal`'s
|
|
/// build-closure shape; the scrim entity isn't visible inside that
|
|
/// closure, only after the call returns. The system runs every frame
|
|
/// and is a no-op once every card has been tagged.
|
|
fn attach_focusable_to_home_mode_cards(
|
|
mut commands: Commands,
|
|
new_cards: Query<(Entity, &HomeModeCard), Without<Focusable>>,
|
|
parents: Query<&ChildOf>,
|
|
scrims: Query<(), With<crate::ui_modal::ModalScrim>>,
|
|
progress: Option<Res<ProgressResource>>,
|
|
) {
|
|
let level = progress.as_ref().map_or(0, |p| p.0.level);
|
|
for (card_entity, card) in &new_cards {
|
|
// Walk ancestors until we find the ModalScrim. Bounded loop so a
|
|
// malformed hierarchy can't hang the system — same defensive
|
|
// shape as `attach_focusable_to_modal_buttons`.
|
|
let mut current = card_entity;
|
|
let mut scrim_entity: Option<Entity> = None;
|
|
for _ in 0..32 {
|
|
if scrims.get(current).is_ok() {
|
|
scrim_entity = Some(current);
|
|
break;
|
|
}
|
|
match parents.get(current) {
|
|
Ok(parent) => current = parent.parent(),
|
|
Err(_) => break,
|
|
}
|
|
}
|
|
let Some(scrim) = scrim_entity else { continue };
|
|
commands.entity(card_entity).insert(Focusable {
|
|
group: FocusGroup::Modal(scrim),
|
|
order: home_mode_focus_order(card.0),
|
|
});
|
|
if !card.0.is_unlocked(level) {
|
|
commands.entity(card_entity).insert(Disabled);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Spawns one mode card — a `Button` whose children are a title row, a
|
|
/// description line, and (when locked) a "Reach level N" hint.
|
|
///
|
|
/// The visual deliberately diverges from `spawn_modal_button` because a
|
|
/// mode card is a wide, two-line tile rather than a compact action; the
|
|
/// `ButtonVariant` palette would not apply cleanly here. Hover/press
|
|
/// feedback is supplied by `paint_modal_buttons` via the `ModalButton`
|
|
/// component, which we attach with `ButtonVariant::Secondary` so the card
|
|
/// reads as a standard interactive surface.
|
|
fn spawn_mode_card(
|
|
parent: &mut ChildSpawnerCommands,
|
|
mode: HomeMode,
|
|
level: u32,
|
|
font_res: Option<&FontResource>,
|
|
) {
|
|
let unlocked = mode.is_unlocked(level);
|
|
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
|
|
let font_title = TextFont {
|
|
font: font_handle.clone(),
|
|
font_size: TYPE_BODY_LG,
|
|
..default()
|
|
};
|
|
let font_desc = TextFont {
|
|
font: font_handle.clone(),
|
|
font_size: TYPE_BODY,
|
|
..default()
|
|
};
|
|
let font_chip = TextFont {
|
|
font: font_handle,
|
|
font_size: TYPE_CAPTION,
|
|
..default()
|
|
};
|
|
|
|
// Locked cards mute their text to communicate the disabled state at
|
|
// a glance; the explicit "Unlocks at level N" caption underneath
|
|
// backs that up with copy.
|
|
let title_color = if unlocked { TEXT_PRIMARY } else { TEXT_DISABLED };
|
|
let desc_color = if unlocked { TEXT_SECONDARY } else { TEXT_DISABLED };
|
|
let border_color = if unlocked { BORDER_SUBTLE } else { BORDER_STRONG };
|
|
|
|
parent
|
|
.spawn((
|
|
HomeModeCard(mode),
|
|
// Keep this a real Button entity so clicks resolve through
|
|
// bevy::ui — the click handler queries on `&Interaction`
|
|
// which Button drives.
|
|
Button,
|
|
Node {
|
|
flex_direction: FlexDirection::Column,
|
|
row_gap: VAL_SPACE_1,
|
|
padding: UiRect::all(VAL_SPACE_3),
|
|
width: Val::Percent(100.0),
|
|
border: UiRect::all(Val::Px(1.0)),
|
|
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
|
|
..default()
|
|
},
|
|
BackgroundColor(BG_ELEVATED_HI),
|
|
BorderColor::all(border_color),
|
|
))
|
|
.with_children(|c| {
|
|
// Title row — title text on the left, hotkey chip on the right.
|
|
c.spawn(Node {
|
|
flex_direction: FlexDirection::Row,
|
|
align_items: AlignItems::Center,
|
|
justify_content: JustifyContent::SpaceBetween,
|
|
column_gap: VAL_SPACE_3,
|
|
..default()
|
|
})
|
|
.with_children(|row| {
|
|
row.spawn((
|
|
Text::new(mode.title().to_string()),
|
|
font_title.clone(),
|
|
TextColor(title_color),
|
|
));
|
|
|
|
if unlocked {
|
|
// Hotkey chip — same look as the kbd-chip rows used
|
|
// elsewhere so accelerators read consistently.
|
|
row.spawn((
|
|
Node {
|
|
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_1),
|
|
min_width: Val::Px(32.0),
|
|
justify_content: JustifyContent::Center,
|
|
border: UiRect::all(Val::Px(1.0)),
|
|
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
|
|
..default()
|
|
},
|
|
BorderColor::all(BORDER_SUBTLE),
|
|
))
|
|
.with_children(|chip| {
|
|
chip.spawn((
|
|
Text::new(mode.hotkey().to_string()),
|
|
font_chip.clone(),
|
|
TextColor(TEXT_SECONDARY),
|
|
));
|
|
});
|
|
} else {
|
|
// Lock icon stand-in — text glyph keeps the layout
|
|
// dependency-free (no asset loader required) and
|
|
// reads at every supported font size.
|
|
row.spawn((
|
|
Text::new("LOCKED".to_string()),
|
|
font_chip.clone(),
|
|
TextColor(STATE_INFO),
|
|
));
|
|
}
|
|
});
|
|
|
|
// Description line.
|
|
c.spawn((
|
|
Text::new(mode.description().to_string()),
|
|
font_desc.clone(),
|
|
TextColor(desc_color),
|
|
));
|
|
|
|
// Locked footnote — explicit copy so the gate is unambiguous.
|
|
if !unlocked {
|
|
c.spawn((
|
|
Text::new(format!(
|
|
"Unlocks at level {CHALLENGE_UNLOCK_LEVEL}"
|
|
)),
|
|
TextFont {
|
|
font: font_desc.font.clone(),
|
|
font_size: TYPE_CAPTION,
|
|
..default()
|
|
},
|
|
TextColor(ACCENT_PRIMARY),
|
|
Node {
|
|
margin: UiRect::top(VAL_SPACE_1),
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
});
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod tests {
|
|
use super::*;
|
|
use crate::game_plugin::GamePlugin;
|
|
use crate::progress_plugin::ProgressPlugin;
|
|
use crate::table_plugin::TablePlugin;
|
|
use bevy::ecs::message::Messages;
|
|
|
|
/// Builds a headless `App` with just the plugins Home actually
|
|
/// reaches into. We deliberately skip input_plugin /
|
|
/// challenge_plugin / time_attack_plugin / daily_challenge_plugin —
|
|
/// Home only needs to dispatch their request events; the events
|
|
/// themselves are registered defensively by `HomePlugin::build`.
|
|
fn headless_app() -> App {
|
|
let mut app = App::new();
|
|
app.add_plugins(MinimalPlugins)
|
|
.add_plugins(GamePlugin)
|
|
.add_plugins(TablePlugin)
|
|
.add_plugins(ProgressPlugin::headless())
|
|
.add_plugins(HomePlugin);
|
|
app.init_resource::<ButtonInput<KeyCode>>();
|
|
app.update();
|
|
app
|
|
}
|
|
|
|
/// Press M, run a tick, and return the resulting screen entity.
|
|
/// Panics if the modal does not appear (failure mode that any later
|
|
/// assertion would mask anyway). The keyboard input is cleared after
|
|
/// the press so the next `app.update()` doesn't re-toggle the modal
|
|
/// closed — `MinimalPlugins` doesn't run the bevy_input update system
|
|
/// that would normally clear `just_pressed` between frames.
|
|
fn open_home(app: &mut App) -> Entity {
|
|
{
|
|
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
|
|
input.press(KeyCode::KeyM);
|
|
}
|
|
app.update();
|
|
{
|
|
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
|
|
input.release(KeyCode::KeyM);
|
|
input.clear();
|
|
}
|
|
app.world_mut()
|
|
.query::<(Entity, &HomeScreen)>()
|
|
.single(app.world())
|
|
.map(|(e, _)| e)
|
|
.expect("HomeScreen must spawn after M press")
|
|
}
|
|
|
|
/// Pump a button-press synthetic interaction onto the entity. Bevy
|
|
/// 0.18 surfaces interactions through the `Interaction` component
|
|
/// driven by the UI input pipeline, but MinimalPlugins does not run
|
|
/// that pipeline — so we insert `Interaction::Pressed` directly,
|
|
/// which triggers `Changed<Interaction>` on the next update tick.
|
|
/// Pattern is borrowed verbatim from `pause_plugin`'s tests.
|
|
fn press_button(app: &mut App, entity: Entity) {
|
|
app.world_mut()
|
|
.entity_mut(entity)
|
|
.insert(Interaction::Pressed);
|
|
app.update();
|
|
}
|
|
|
|
/// Find the unique `HomeModeCard` entity for a specific mode. Used
|
|
/// by the click-handler tests to target the right card.
|
|
fn find_card(app: &mut App, mode: HomeMode) -> Entity {
|
|
app.world_mut()
|
|
.query::<(Entity, &HomeModeCard)>()
|
|
.iter(app.world())
|
|
.find(|(_, c)| c.0 == mode)
|
|
.map(|(e, _)| e)
|
|
.unwrap_or_else(|| panic!("no HomeModeCard for {mode:?}"))
|
|
}
|
|
|
|
#[test]
|
|
fn pressing_m_spawns_home_screen() {
|
|
let mut app = headless_app();
|
|
assert_eq!(
|
|
app.world_mut()
|
|
.query::<&HomeScreen>()
|
|
.iter(app.world())
|
|
.count(),
|
|
0
|
|
);
|
|
|
|
app.world_mut()
|
|
.resource_mut::<ButtonInput<KeyCode>>()
|
|
.press(KeyCode::KeyM);
|
|
app.update();
|
|
|
|
assert_eq!(
|
|
app.world_mut()
|
|
.query::<&HomeScreen>()
|
|
.iter(app.world())
|
|
.count(),
|
|
1
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn pressing_m_twice_closes_home_screen() {
|
|
let mut app = headless_app();
|
|
|
|
app.world_mut()
|
|
.resource_mut::<ButtonInput<KeyCode>>()
|
|
.press(KeyCode::KeyM);
|
|
app.update();
|
|
|
|
{
|
|
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
|
|
input.release(KeyCode::KeyM);
|
|
input.clear();
|
|
input.press(KeyCode::KeyM);
|
|
}
|
|
app.update();
|
|
|
|
assert_eq!(
|
|
app.world_mut()
|
|
.query::<&HomeScreen>()
|
|
.iter(app.world())
|
|
.count(),
|
|
0
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn modal_contains_a_card_for_each_mode() {
|
|
let mut app = headless_app();
|
|
let _ = open_home(&mut app);
|
|
|
|
let modes: Vec<HomeMode> = app
|
|
.world_mut()
|
|
.query::<&HomeModeCard>()
|
|
.iter(app.world())
|
|
.map(|c| c.0)
|
|
.collect();
|
|
|
|
for expected in [
|
|
HomeMode::Classic,
|
|
HomeMode::Daily,
|
|
HomeMode::Zen,
|
|
HomeMode::Challenge,
|
|
HomeMode::TimeAttack,
|
|
] {
|
|
assert!(
|
|
modes.contains(&expected),
|
|
"missing card for {expected:?}; found {modes:?}"
|
|
);
|
|
}
|
|
assert_eq!(modes.len(), 5, "exactly five cards expected");
|
|
}
|
|
|
|
#[test]
|
|
fn classic_click_fires_new_game_event_and_closes_modal() {
|
|
let mut app = headless_app();
|
|
let _ = open_home(&mut app);
|
|
|
|
// Drain any pre-existing NewGameRequestEvent so the assertion
|
|
// only sees the click-driven write.
|
|
app.world_mut()
|
|
.resource_mut::<Messages<NewGameRequestEvent>>()
|
|
.clear();
|
|
|
|
let card = find_card(&mut app, HomeMode::Classic);
|
|
press_button(&mut app, card);
|
|
|
|
let events = app.world().resource::<Messages<NewGameRequestEvent>>();
|
|
let mut cursor = events.get_cursor();
|
|
let fired: Vec<_> = cursor.read(events).copied().collect();
|
|
assert_eq!(fired.len(), 1, "one NewGameRequestEvent must fire");
|
|
|
|
assert_eq!(
|
|
app.world_mut()
|
|
.query::<&HomeScreen>()
|
|
.iter(app.world())
|
|
.count(),
|
|
0,
|
|
"Home modal must close after launching Classic"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn locked_zen_click_is_a_noop_below_unlock_level() {
|
|
let mut app = headless_app();
|
|
// Default level is 0 — Zen is locked.
|
|
let _ = open_home(&mut app);
|
|
|
|
// Reset event queues so the assertion is clean.
|
|
app.world_mut()
|
|
.resource_mut::<Messages<NewGameRequestEvent>>()
|
|
.clear();
|
|
app.world_mut()
|
|
.resource_mut::<Messages<StartZenRequestEvent>>()
|
|
.clear();
|
|
|
|
let card = find_card(&mut app, HomeMode::Zen);
|
|
press_button(&mut app, card);
|
|
|
|
// No launch events should have fired.
|
|
let new_game = app.world().resource::<Messages<NewGameRequestEvent>>();
|
|
let mut nc = new_game.get_cursor();
|
|
assert!(
|
|
nc.read(new_game).next().is_none(),
|
|
"locked Zen click must not fire NewGameRequestEvent"
|
|
);
|
|
let zen = app.world().resource::<Messages<StartZenRequestEvent>>();
|
|
let mut zc = zen.get_cursor();
|
|
assert!(
|
|
zc.read(zen).next().is_none(),
|
|
"locked Zen click must not fire StartZenRequestEvent"
|
|
);
|
|
|
|
// Modal must still be open so the player can pick another mode.
|
|
assert_eq!(
|
|
app.world_mut()
|
|
.query::<&HomeScreen>()
|
|
.iter(app.world())
|
|
.count(),
|
|
1,
|
|
"Home modal must remain open after a locked-mode click"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn unlocked_zen_click_fires_start_zen_event_and_closes_modal() {
|
|
let mut app = headless_app();
|
|
// Bump the player to the unlock level.
|
|
app.world_mut()
|
|
.resource_mut::<ProgressResource>()
|
|
.0
|
|
.level = CHALLENGE_UNLOCK_LEVEL;
|
|
let _ = open_home(&mut app);
|
|
|
|
app.world_mut()
|
|
.resource_mut::<Messages<StartZenRequestEvent>>()
|
|
.clear();
|
|
|
|
let card = find_card(&mut app, HomeMode::Zen);
|
|
press_button(&mut app, card);
|
|
|
|
let zen = app.world().resource::<Messages<StartZenRequestEvent>>();
|
|
let mut zc = zen.get_cursor();
|
|
assert_eq!(
|
|
zc.read(zen).count(),
|
|
1,
|
|
"unlocked Zen click must fire exactly one StartZenRequestEvent"
|
|
);
|
|
|
|
assert_eq!(
|
|
app.world_mut()
|
|
.query::<&HomeScreen>()
|
|
.iter(app.world())
|
|
.count(),
|
|
0,
|
|
"Home modal must close after launching Zen"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn cancel_button_closes_modal_without_launching_anything() {
|
|
let mut app = headless_app();
|
|
let _ = open_home(&mut app);
|
|
|
|
app.world_mut()
|
|
.resource_mut::<Messages<NewGameRequestEvent>>()
|
|
.clear();
|
|
|
|
let cancel = app
|
|
.world_mut()
|
|
.query::<(Entity, &HomeCancelButton)>()
|
|
.single(app.world())
|
|
.map(|(e, _)| e)
|
|
.expect("HomeCancelButton must exist when modal is open");
|
|
press_button(&mut app, cancel);
|
|
|
|
assert_eq!(
|
|
app.world_mut()
|
|
.query::<&HomeScreen>()
|
|
.iter(app.world())
|
|
.count(),
|
|
0,
|
|
"Cancel must despawn the modal"
|
|
);
|
|
|
|
let new_game = app.world().resource::<Messages<NewGameRequestEvent>>();
|
|
let mut nc = new_game.get_cursor();
|
|
assert!(
|
|
nc.read(new_game).next().is_none(),
|
|
"Cancel must not fire NewGameRequestEvent"
|
|
);
|
|
}
|
|
|
|
// -----------------------------------------------------------------------
|
|
// Phase 2: keyboard focus ring — Home mode cards
|
|
// -----------------------------------------------------------------------
|
|
|
|
/// Headless app variant that also installs the focus and modal
|
|
/// plugins so `attach_focusable_to_modal_buttons` and Phase 2's
|
|
/// `attach_focusable_to_home_mode_cards` can run.
|
|
fn headless_app_with_focus() -> App {
|
|
use crate::ui_focus::UiFocusPlugin;
|
|
use crate::ui_modal::UiModalPlugin;
|
|
|
|
let mut app = App::new();
|
|
app.add_plugins(MinimalPlugins)
|
|
.add_plugins(UiModalPlugin)
|
|
.add_plugins(UiFocusPlugin)
|
|
.add_plugins(GamePlugin)
|
|
.add_plugins(TablePlugin)
|
|
.add_plugins(ProgressPlugin::headless())
|
|
.add_plugins(HomePlugin);
|
|
app.init_resource::<ButtonInput<KeyCode>>();
|
|
app.update();
|
|
app
|
|
}
|
|
|
|
/// Open the Home modal at the given player level. Tags the cards
|
|
/// with `Focusable` (and, when locked, `Disabled`) by running an
|
|
/// extra tick after the M press so the focus-attach system fires.
|
|
fn open_home_at_level(app: &mut App, level: u32) -> Entity {
|
|
app.world_mut().resource_mut::<ProgressResource>().0.level = level;
|
|
let entity = open_home(app);
|
|
// One more tick so `attach_focusable_to_home_mode_cards` runs
|
|
// on the freshly-spawned cards.
|
|
app.update();
|
|
entity
|
|
}
|
|
|
|
#[test]
|
|
fn home_mode_cards_get_focusable_marker() {
|
|
let mut app = headless_app_with_focus();
|
|
let scrim = open_home_at_level(&mut app, CHALLENGE_UNLOCK_LEVEL);
|
|
|
|
// Every card carries `Focusable` in `FocusGroup::Modal(scrim)`.
|
|
let cards: Vec<(HomeMode, Focusable)> = app
|
|
.world_mut()
|
|
.query::<(&HomeModeCard, &Focusable)>()
|
|
.iter(app.world())
|
|
.map(|(c, f)| (c.0, *f))
|
|
.collect();
|
|
|
|
assert_eq!(cards.len(), 5, "all five cards must carry a Focusable");
|
|
for (mode, focusable) in &cards {
|
|
assert_eq!(
|
|
focusable.group,
|
|
FocusGroup::Modal(scrim),
|
|
"{mode:?} card must be in the Home scrim's focus group"
|
|
);
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn home_locked_cards_get_disabled_marker() {
|
|
let mut app = headless_app_with_focus();
|
|
// Level 0: Zen, Challenge, Time Attack are locked; Classic and
|
|
// Daily are not.
|
|
let _ = open_home_at_level(&mut app, 0);
|
|
|
|
let states: Vec<(HomeMode, bool)> = app
|
|
.world_mut()
|
|
.query::<(&HomeModeCard, bevy::ecs::query::Has<Disabled>)>()
|
|
.iter(app.world())
|
|
.map(|(c, d)| (c.0, d))
|
|
.collect();
|
|
|
|
for (mode, disabled) in states {
|
|
match mode {
|
|
HomeMode::Classic | HomeMode::Daily => assert!(
|
|
!disabled,
|
|
"{mode:?} must not be Disabled at level 0 (it's never locked)"
|
|
),
|
|
HomeMode::Zen | HomeMode::Challenge | HomeMode::TimeAttack => assert!(
|
|
disabled,
|
|
"{mode:?} must carry the Disabled marker at level 0 so Tab skips it"
|
|
),
|
|
}
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn home_unlocked_cards_no_disabled_marker() {
|
|
let mut app = headless_app_with_focus();
|
|
let _ = open_home_at_level(&mut app, CHALLENGE_UNLOCK_LEVEL);
|
|
|
|
let any_disabled = app
|
|
.world_mut()
|
|
.query_filtered::<&HomeModeCard, With<Disabled>>()
|
|
.iter(app.world())
|
|
.next()
|
|
.is_some();
|
|
|
|
assert!(
|
|
!any_disabled,
|
|
"no card may be Disabled when the player is at the unlock level"
|
|
);
|
|
}
|
|
|
|
// -----------------------------------------------------------------------
|
|
// Digit-key shortcuts (1-5) — modal-scoped direct mode launch
|
|
// -----------------------------------------------------------------------
|
|
|
|
/// Press a key and clear the input afterwards so the next `update()`
|
|
/// doesn't re-fire `just_pressed`. Mirrors the open_home() pattern but
|
|
/// for an arbitrary key (the M-press helper releases & clears KeyM,
|
|
/// which is also what we need here for Digit keys).
|
|
fn press_and_clear(app: &mut App, key: KeyCode) {
|
|
{
|
|
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
|
|
input.press(key);
|
|
}
|
|
app.update();
|
|
{
|
|
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
|
|
input.release(key);
|
|
input.clear();
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn digit1_in_home_modal_starts_classic_and_closes_modal() {
|
|
let mut app = headless_app();
|
|
let _ = open_home(&mut app);
|
|
|
|
// Drain any pre-existing NewGameRequestEvent so the assertion
|
|
// only sees the digit-key driven write.
|
|
app.world_mut()
|
|
.resource_mut::<Messages<NewGameRequestEvent>>()
|
|
.clear();
|
|
|
|
press_and_clear(&mut app, KeyCode::Digit1);
|
|
|
|
let events = app.world().resource::<Messages<NewGameRequestEvent>>();
|
|
let mut cursor = events.get_cursor();
|
|
let fired: Vec<_> = cursor.read(events).copied().collect();
|
|
assert_eq!(
|
|
fired.len(),
|
|
1,
|
|
"exactly one NewGameRequestEvent must fire for Digit1"
|
|
);
|
|
|
|
assert_eq!(
|
|
app.world_mut()
|
|
.query::<&HomeScreen>()
|
|
.iter(app.world())
|
|
.count(),
|
|
0,
|
|
"Home modal must close after launching Classic via Digit1"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn digit3_at_level_zero_is_a_noop() {
|
|
let mut app = headless_app();
|
|
// Default level is 0 — Zen is locked.
|
|
let _ = open_home(&mut app);
|
|
|
|
app.world_mut()
|
|
.resource_mut::<Messages<StartZenRequestEvent>>()
|
|
.clear();
|
|
|
|
press_and_clear(&mut app, KeyCode::Digit3);
|
|
|
|
let zen = app.world().resource::<Messages<StartZenRequestEvent>>();
|
|
let mut zc = zen.get_cursor();
|
|
assert!(
|
|
zc.read(zen).next().is_none(),
|
|
"Digit3 at level 0 must not fire StartZenRequestEvent"
|
|
);
|
|
|
|
assert_eq!(
|
|
app.world_mut()
|
|
.query::<&HomeScreen>()
|
|
.iter(app.world())
|
|
.count(),
|
|
1,
|
|
"Home modal must remain open after a locked-mode digit press"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn digit3_at_unlock_level_starts_zen_and_closes_modal() {
|
|
let mut app = headless_app();
|
|
// Bump the player to the unlock level *before* opening the modal
|
|
// so the Mode Launcher is in its unlocked state.
|
|
app.world_mut()
|
|
.resource_mut::<ProgressResource>()
|
|
.0
|
|
.level = CHALLENGE_UNLOCK_LEVEL;
|
|
let _ = open_home(&mut app);
|
|
|
|
app.world_mut()
|
|
.resource_mut::<Messages<StartZenRequestEvent>>()
|
|
.clear();
|
|
|
|
press_and_clear(&mut app, KeyCode::Digit3);
|
|
|
|
let zen = app.world().resource::<Messages<StartZenRequestEvent>>();
|
|
let mut zc = zen.get_cursor();
|
|
assert_eq!(
|
|
zc.read(zen).count(),
|
|
1,
|
|
"Digit3 at unlock level must fire exactly one StartZenRequestEvent"
|
|
);
|
|
|
|
assert_eq!(
|
|
app.world_mut()
|
|
.query::<&HomeScreen>()
|
|
.iter(app.world())
|
|
.count(),
|
|
0,
|
|
"Home modal must close after launching Zen via Digit3"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn digit_keys_outside_home_modal_are_noop() {
|
|
let mut app = headless_app();
|
|
// Modal is NOT open. Bump level so Zen would otherwise be allowed
|
|
// — this isolates the modal-scope guard from the unlock check.
|
|
app.world_mut()
|
|
.resource_mut::<ProgressResource>()
|
|
.0
|
|
.level = CHALLENGE_UNLOCK_LEVEL;
|
|
|
|
// Drain any pre-existing events.
|
|
app.world_mut()
|
|
.resource_mut::<Messages<NewGameRequestEvent>>()
|
|
.clear();
|
|
app.world_mut()
|
|
.resource_mut::<Messages<StartZenRequestEvent>>()
|
|
.clear();
|
|
app.world_mut()
|
|
.resource_mut::<Messages<StartChallengeRequestEvent>>()
|
|
.clear();
|
|
app.world_mut()
|
|
.resource_mut::<Messages<StartTimeAttackRequestEvent>>()
|
|
.clear();
|
|
app.world_mut()
|
|
.resource_mut::<Messages<StartDailyChallengeRequestEvent>>()
|
|
.clear();
|
|
|
|
// Press every digit 1-5 in turn — none should trigger a launch.
|
|
for key in [
|
|
KeyCode::Digit1,
|
|
KeyCode::Digit2,
|
|
KeyCode::Digit3,
|
|
KeyCode::Digit4,
|
|
KeyCode::Digit5,
|
|
] {
|
|
press_and_clear(&mut app, key);
|
|
}
|
|
|
|
let new_game = app.world().resource::<Messages<NewGameRequestEvent>>();
|
|
let mut nc = new_game.get_cursor();
|
|
assert!(
|
|
nc.read(new_game).next().is_none(),
|
|
"Digit keys with no modal open must not fire NewGameRequestEvent"
|
|
);
|
|
let zen = app.world().resource::<Messages<StartZenRequestEvent>>();
|
|
let mut zc = zen.get_cursor();
|
|
assert!(
|
|
zc.read(zen).next().is_none(),
|
|
"Digit keys with no modal open must not fire StartZenRequestEvent"
|
|
);
|
|
let chal = app.world().resource::<Messages<StartChallengeRequestEvent>>();
|
|
let mut cc = chal.get_cursor();
|
|
assert!(
|
|
cc.read(chal).next().is_none(),
|
|
"Digit keys with no modal open must not fire StartChallengeRequestEvent"
|
|
);
|
|
let ta = app.world().resource::<Messages<StartTimeAttackRequestEvent>>();
|
|
let mut tc = ta.get_cursor();
|
|
assert!(
|
|
tc.read(ta).next().is_none(),
|
|
"Digit keys with no modal open must not fire StartTimeAttackRequestEvent"
|
|
);
|
|
let daily = app.world().resource::<Messages<StartDailyChallengeRequestEvent>>();
|
|
let mut dc = daily.get_cursor();
|
|
assert!(
|
|
dc.read(daily).next().is_none(),
|
|
"Digit keys with no modal open must not fire StartDailyChallengeRequestEvent"
|
|
);
|
|
}
|
|
}
|