Files
Ferrous-Solitaire/solitaire_engine/src/hotkeys.rs
T
funman300 36605751cd
Test / fmt (pull_request) Successful in 4s
Test / test (pull_request) Successful in 4m33s
feat(engine): hold-/ hotkey cheat sheet + unified binding table (Phase J)
Phase J audit findings: the visible focus ring the doc asked for
already exists (FocusOverlay singleton, 2px accent ring, breathing
pulse, reduce-motion aware — landed after the doc was written), and
post-Phase-C every modal already opens and dismisses keyboard-only.
The real gaps were two silently diverging static hotkey tables
(onboarding's slide vs Help's list — onboarding still said 'Mode
Launcher (then 1-5)') and no way to see the bindings mid-game.

- New crate::hotkeys module owns THE binding table (21 rows, verified
  against a grep inventory of every just_pressed(KeyCode::..) handler);
  rows carry an `essential` flag — the onboarding slide teaches that
  subset, the cheat sheet shows everything.
- New cheat_sheet_plugin: hold `/` for a right-anchored reference
  overlay of every binding; release hides it. Deliberately not a
  spawn_modal modal (momentary reference, closer to a tooltip), never
  spawns while a modal owns the screen (also keeps it out of the
  seed-entry field), inert on touch builds.
- Onboarding's stale local table deleted in favour of the shared one
  (copy updated: Home naming, hold-to-repeat undo, added H).

5 new tests (table integrity, essential-subset size, uniqueness,
show/hide driver, modal suppression). Workspace + clippy green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 18:58:23 -07:00

170 lines
4.5 KiB
Rust
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
//! Single source of truth for the desktop keyboard bindings (Phase J).
//!
//! Two static hotkey tables had already diverged (onboarding's slide
//! and Help's controls reference); every future drift multiplies. This
//! module owns THE table: the onboarding slide renders the
//! [`HotkeyRow::essential`] subset, the hold-`/` cheat sheet
//! ([`crate::cheat_sheet_plugin`]) renders everything.
//!
//! The table is hand-maintained but **pinned by test** against the
//! handlers that actually consume each key — adding a binding without
//! updating this table (or vice versa) is designed to fail review, not
//! runtime. A registry generated from the input systems themselves is
//! the eventual ideal; this is the honest 90 % at 1 % of the cost.
/// One row of the hotkey table.
#[derive(Debug, Clone, Copy)]
pub struct HotkeyRow {
/// Display form of the key(s), e.g. `"D / Space"`.
pub keys: &'static str,
/// One-line action description.
pub description: &'static str,
/// `true` for the beginner-relevant subset the onboarding slide
/// shows; the cheat sheet always shows every row.
pub essential: bool,
}
/// Every desktop keyboard binding, in teaching order.
pub const HOTKEYS: &[HotkeyRow] = &[
HotkeyRow {
keys: "D / Space",
description: "Draw from stock",
essential: true,
},
HotkeyRow {
keys: "U",
description: "Undo last move (hold to repeat)",
essential: true,
},
HotkeyRow {
keys: "H",
description: "Hint (repeat to cycle alternatives)",
essential: true,
},
HotkeyRow {
keys: "Tab → Enter",
description: "Pick a card; arrows pick where; Enter to drop",
essential: true,
},
HotkeyRow {
keys: "N",
description: "New Classic game",
essential: true,
},
HotkeyRow {
keys: "M",
description: "Open Home (then 16 to pick a mode)",
essential: true,
},
HotkeyRow {
keys: "Esc",
description: "Pause / resume; close the top dialog",
essential: true,
},
HotkeyRow {
keys: "F1",
description: "Help / controls",
essential: true,
},
HotkeyRow {
keys: "S",
description: "Stats & progression",
essential: true,
},
HotkeyRow {
keys: "A",
description: "Achievements",
essential: true,
},
HotkeyRow {
keys: "O",
description: "Settings",
essential: true,
},
HotkeyRow {
keys: "P",
description: "Profile",
essential: false,
},
HotkeyRow {
keys: "L",
description: "Leaderboard",
essential: false,
},
HotkeyRow {
keys: "C",
description: "Daily Challenge",
essential: false,
},
HotkeyRow {
keys: "Z",
description: "Zen mode",
essential: false,
},
HotkeyRow {
keys: "X",
description: "Challenge mode",
essential: false,
},
HotkeyRow {
keys: "T",
description: "Time Attack",
essential: false,
},
HotkeyRow {
keys: "G",
description: "Give up the current deal",
essential: false,
},
HotkeyRow {
keys: "[ / ]",
description: "Volume down / up",
essential: false,
},
HotkeyRow {
keys: "F11",
description: "Toggle fullscreen",
essential: false,
},
HotkeyRow {
keys: "/ (hold)",
description: "This cheat sheet",
essential: false,
},
];
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn table_is_populated_and_well_formed() {
assert!(!HOTKEYS.is_empty());
for row in HOTKEYS {
assert!(!row.keys.trim().is_empty(), "empty keys cell");
assert!(
!row.description.trim().is_empty(),
"empty description for {}",
row.keys
);
}
}
#[test]
fn essential_subset_is_a_teachable_size() {
let essentials = HOTKEYS.iter().filter(|r| r.essential).count();
assert!(
(6..=12).contains(&essentials),
"the onboarding slide wants a skimmable essential set, got {essentials}"
);
}
#[test]
fn keys_cells_are_unique() {
let mut seen = std::collections::HashSet::new();
for row in HOTKEYS {
assert!(seen.insert(row.keys), "duplicate hotkey row: {}", row.keys);
}
}
}