Files
Ferrous-Solitaire/solitaire_engine/src/onboarding_plugin.rs
T
funman300 d87761d451 feat(accessibility): roll HighContrastBorder out to tooltip + 3 panel borders
Continues the HC chrome rollout started by `c9af1ea` (which wired
just the modal scaffold). Tags four more static-border surfaces
so they boost to `BORDER_SUBTLE_HC` (#a0a0a0) when high-contrast
mode is on:

- **Tooltip** (`ui_tooltip.rs:191`). The hover-revealed caption
  popup. Border legibility matters because tooltips are usually
  brief — if the player has to squint to find the panel edge,
  the tooltip dismisses before they've parsed it.
- **Onboarding banner key chips** (`onboarding_plugin.rs:388`).
  The first-run UI's "press H or ?" key chips. First-run
  onboarding has the highest stakes for accessibility — a
  low-vision player who can't see the chips can't discover
  the help system.
- **Help panel key chips** (`help_plugin.rs:265`). Same
  treatment as the onboarding chips: keyboard-shortcut chips
  inside the F1 cheat sheet.
- **Stats panel cells** (`stats_plugin.rs:1019`). The S-key
  overlay's individual stat cells. A dense grid of bordered
  numbers is exactly the kind of surface where HC's
  `#505050 → #a0a0a0` boost makes the layout legible.

Each tagging is one line on the spawn tuple plus an import. The
existing `update_high_contrast_borders` system in
`settings_plugin` (added in `c9af1ea`) handles all tagged
entities uniformly — no system changes needed.

### Skipped on this pass

Sites with dynamic hover/focus paint systems (HUD action
buttons, modal buttons, radial menu rim) intentionally not
tagged because their existing paint cycles would race the HC
system. Wiring HC into those needs a different shape — either
fold HC into the dynamic-paint logic, or have HC consult the
hover/focus state. Future scope.

Other HC-tagging candidates (`home_plugin.rs:842/945/1158` home
menu element borders, `settings_plugin.rs:1952/2093/2214/2274`
settings panel rows) are likely fine to tag but I'm capping
this commit at four to keep it reviewable. Pattern is
established; future commits can extend.

1194 passing / 0 failing across the workspace (unchanged — no
new tests; the system-level test in `c9af1ea`'s scaffolding
covers all tagged entities uniformly). Workspace clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 13:43:04 -07:00

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//! First-run onboarding multi-slide flow.
//!
//! On startup, if `Settings.first_run_complete` is `false`, a three-slide
//! modal flow is shown. The player navigates with a primary `Next` button
//! (`→` / `Enter` accelerators) and a secondary `Back` button (`←`).
//! The final slide's primary button is `Start playing`, which sets
//! `first_run_complete = true` and persists settings — exactly as the
//! previous single-screen implementation did.
//!
//! Slides:
//!
//! 1. **Welcome** — brief introduction to Solitaire Quest.
//! 2. **How to play** — drag-and-drop, double-click, and right-click hints.
//! 3. **Keyboard shortcuts** — a summary pulled from the same canonical list
//! used in `HelpScreen`. Accelerators: `Esc` anywhere in the flow skips
//! the whole thing (equivalent to `first_run_complete = true`).
//!
//! Slide state is tracked by the [`OnboardingSlideIndex`] resource (0-based,
//! max `SLIDE_COUNT - 1`). Button clicks and keyboard accelerators update the
//! resource, then `rebuild_slide` despawns the current modal and respawns the
//! next one.
use std::path::PathBuf;
use bevy::prelude::*;
use solitaire_data::{save_settings_to, Settings};
use crate::font_plugin::FontResource;
use crate::settings_plugin::{SettingsResource, SettingsStoragePath};
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_body_text, spawn_modal_button,
spawn_modal_header, ButtonVariant,
};
use crate::ui_theme::{
BORDER_SUBTLE, HighContrastBorder, RADIUS_SM, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY,
TYPE_CAPTION, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, Z_ONBOARDING,
};
// ---------------------------------------------------------------------------
// Constants
// ---------------------------------------------------------------------------
/// Total number of onboarding slides (0-based index goes 0..SLIDE_COUNT-1).
const SLIDE_COUNT: u8 = 3;
// ---------------------------------------------------------------------------
// Components (private — never re-exported)
// ---------------------------------------------------------------------------
/// Marker on the onboarding overlay scrim (root entity for this modal).
#[derive(Component, Debug)]
pub struct OnboardingScreen;
/// Marker on the `Next` / `Start playing` primary button.
#[derive(Component, Debug)]
struct OnboardingNextButton;
/// Marker on the `Back` secondary button.
#[derive(Component, Debug)]
struct OnboardingBackButton;
/// Marker on the `Skip` tertiary button (slide 0 only).
#[derive(Component, Debug)]
struct OnboardingSkipButton;
// ---------------------------------------------------------------------------
// Resource
// ---------------------------------------------------------------------------
/// Which slide (0-indexed) the player is currently viewing.
///
/// Persists across the despawn/respawn cycle so the rebuild system knows
/// which slide to spawn next.
#[derive(Resource, Debug, Default, Clone, Copy, PartialEq, Eq)]
pub struct OnboardingSlideIndex(pub u8);
// ---------------------------------------------------------------------------
// Slide data — hotkey rows are taken verbatim from `help_plugin.rs` so the
// two screens stay in sync without a shared abstraction.
// ---------------------------------------------------------------------------
/// A single `key — description` pair shown on slide 3.
struct HotkeyRow {
keys: &'static str,
description: &'static str,
}
/// Most-used shortcuts from the `help_plugin` canonical list.
///
/// Updating the list in `help_plugin.rs` should be mirrored here. The
/// ARCHITECTURE.md decision log calls out that we copy values rather than
/// refactor the help plugin.
const HOTKEYS: &[HotkeyRow] = &[
HotkeyRow { keys: "D / Space", description: "Draw from stock" },
HotkeyRow { keys: "U", description: "Undo last move" },
HotkeyRow { keys: "Tab → Enter", description: "Pick a card; arrows pick where; Enter to drop" },
HotkeyRow { keys: "N", description: "New Classic game" },
HotkeyRow { keys: "M", description: "Open Mode Launcher (then 15 to pick)" },
HotkeyRow { keys: "S", description: "Stats & progression" },
HotkeyRow { keys: "A", description: "Achievements" },
HotkeyRow { keys: "O", description: "Settings" },
HotkeyRow { keys: "Esc", description: "Pause / resume" },
HotkeyRow { keys: "F1", description: "Help / controls" },
];
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
/// Drives the first-run multi-slide onboarding flow.
pub struct OnboardingPlugin;
impl Plugin for OnboardingPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<OnboardingSlideIndex>()
.add_systems(PostStartup, spawn_if_first_run)
.add_systems(
Update,
(
handle_onboarding_buttons,
handle_onboarding_keyboard,
)
.chain(),
);
}
}
// ---------------------------------------------------------------------------
// Startup
// ---------------------------------------------------------------------------
fn spawn_if_first_run(
mut commands: Commands,
settings: Option<Res<SettingsResource>>,
font_res: Option<Res<FontResource>>,
mut slide_index: ResMut<OnboardingSlideIndex>,
) {
let Some(s) = settings else { return };
if s.0.first_run_complete {
return;
}
slide_index.0 = 0;
spawn_slide(&mut commands, 0, font_res.as_deref());
}
// ---------------------------------------------------------------------------
// Button click handler
// ---------------------------------------------------------------------------
#[allow(clippy::too_many_arguments)]
fn handle_onboarding_buttons(
mut commands: Commands,
next_buttons: Query<&Interaction, (With<OnboardingNextButton>, Changed<Interaction>)>,
back_buttons: Query<&Interaction, (With<OnboardingBackButton>, Changed<Interaction>)>,
skip_buttons: Query<&Interaction, (With<OnboardingSkipButton>, Changed<Interaction>)>,
screens: Query<Entity, With<OnboardingScreen>>,
mut slide_index: ResMut<OnboardingSlideIndex>,
mut settings: Option<ResMut<SettingsResource>>,
path: Option<Res<SettingsStoragePath>>,
font_res: Option<Res<FontResource>>,
) {
let next_pressed = next_buttons.iter().any(|i| *i == Interaction::Pressed);
let back_pressed = back_buttons.iter().any(|i| *i == Interaction::Pressed);
let skip_pressed = skip_buttons.iter().any(|i| *i == Interaction::Pressed);
if !next_pressed && !back_pressed && !skip_pressed {
return;
}
if skip_pressed || (next_pressed && slide_index.0 == SLIDE_COUNT - 1) {
// Skip or final-slide "Let's play" — complete onboarding.
complete_onboarding(
&mut commands,
&screens,
settings.as_deref_mut(),
path.as_deref(),
);
return;
}
// Navigate between slides.
let new_index = if next_pressed {
(slide_index.0 + 1).min(SLIDE_COUNT - 1)
} else {
slide_index.0.saturating_sub(1)
};
if new_index != slide_index.0 {
despawn_screen(&mut commands, &screens);
slide_index.0 = new_index;
spawn_slide(&mut commands, new_index, font_res.as_deref());
}
}
// ---------------------------------------------------------------------------
// Keyboard accelerator handler
// ---------------------------------------------------------------------------
fn handle_onboarding_keyboard(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
screens: Query<Entity, With<OnboardingScreen>>,
mut slide_index: ResMut<OnboardingSlideIndex>,
mut settings: Option<ResMut<SettingsResource>>,
path: Option<Res<SettingsStoragePath>>,
font_res: Option<Res<FontResource>>,
) {
if screens.is_empty() {
return;
}
let advance = keys.just_pressed(KeyCode::ArrowRight) || keys.just_pressed(KeyCode::Enter);
let retreat = keys.just_pressed(KeyCode::ArrowLeft);
let skip = keys.just_pressed(KeyCode::Escape);
if skip || (advance && slide_index.0 == SLIDE_COUNT - 1) {
complete_onboarding(
&mut commands,
&screens,
settings.as_deref_mut(),
path.as_deref(),
);
return;
}
if advance {
let new_index = (slide_index.0 + 1).min(SLIDE_COUNT - 1);
if new_index != slide_index.0 {
despawn_screen(&mut commands, &screens);
slide_index.0 = new_index;
spawn_slide(&mut commands, new_index, font_res.as_deref());
}
} else if retreat && slide_index.0 > 0 {
let new_index = slide_index.0 - 1;
despawn_screen(&mut commands, &screens);
slide_index.0 = new_index;
spawn_slide(&mut commands, new_index, font_res.as_deref());
}
}
// ---------------------------------------------------------------------------
// Shared helpers
// ---------------------------------------------------------------------------
fn despawn_screen(commands: &mut Commands, screens: &Query<Entity, With<OnboardingScreen>>) {
for entity in screens {
commands.entity(entity).despawn();
}
}
fn complete_onboarding(
commands: &mut Commands,
screens: &Query<Entity, With<OnboardingScreen>>,
settings: Option<&mut SettingsResource>,
path: Option<&SettingsStoragePath>,
) {
despawn_screen(commands, screens);
if let Some(s) = settings {
s.0.first_run_complete = true;
persist(path.map(|p| &p.0), &s.0);
}
}
fn persist(path: Option<&Option<PathBuf>>, settings: &Settings) {
let Some(Some(target)) = path else { return };
if let Err(e) = save_settings_to(target, settings) {
warn!("failed to save settings (onboarding): {e}");
}
}
// ---------------------------------------------------------------------------
// Slide spawning
// ---------------------------------------------------------------------------
fn spawn_slide(commands: &mut Commands, index: u8, font_res: Option<&FontResource>) {
match index {
0 => spawn_slide_welcome(commands, font_res),
1 => spawn_slide_how_to_play(commands, font_res),
2 => spawn_slide_hotkeys(commands, font_res),
_ => spawn_slide_welcome(commands, font_res),
}
}
/// Slide 1 — Welcome.
fn spawn_slide_welcome(commands: &mut Commands, font_res: Option<&FontResource>) {
spawn_modal(commands, OnboardingScreen, Z_ONBOARDING, |card| {
spawn_modal_header(card, "Welcome to Solitaire Quest", font_res);
spawn_modal_body_text(
card,
"Solitaire Quest is a free, offline-first Klondike Solitaire game. \
Play classic draw-1 or draw-3 Klondike, earn XP, unlock achievements, \
and compete on the leaderboard. Your progress is saved locally — \
optional sync to your own server keeps it in step across all your devices.",
TEXT_SECONDARY,
font_res,
);
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
OnboardingSkipButton,
"Skip",
Some("Esc"),
ButtonVariant::Tertiary,
font_res,
);
spawn_modal_button(
actions,
OnboardingNextButton,
"Next",
Some(""),
ButtonVariant::Primary,
font_res,
);
});
});
}
/// Slide 2 — How to play.
fn spawn_slide_how_to_play(commands: &mut Commands, font_res: Option<&FontResource>) {
spawn_modal(commands, OnboardingScreen, Z_ONBOARDING, |card| {
spawn_modal_header(card, "Drag cards to play", font_res);
spawn_modal_body_text(
card,
"Left-click and drag any face-up card to move it between piles. \
You can drag a whole column at once by grabbing the topmost card \
you want to move. Double-click a face-up card to send it to a \
foundation pile automatically (when the move is legal). \
Right-click a card for a hint — valid destinations will highlight.",
TEXT_SECONDARY,
font_res,
);
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
OnboardingBackButton,
"Back",
Some(""),
ButtonVariant::Secondary,
font_res,
);
spawn_modal_button(
actions,
OnboardingNextButton,
"Next",
Some(""),
ButtonVariant::Primary,
font_res,
);
});
});
}
/// Slide 3 — Keyboard shortcuts.
fn spawn_slide_hotkeys(commands: &mut Commands, font_res: Option<&FontResource>) {
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_row = TextFont {
font: font_handle.clone(),
font_size: TYPE_BODY,
..default()
};
let font_kbd = TextFont {
font: font_handle,
font_size: TYPE_CAPTION,
..default()
};
spawn_modal(commands, OnboardingScreen, Z_ONBOARDING, |card| {
spawn_modal_header(card, "Keyboard shortcuts", font_res);
// Vertical list of `key — description` rows, same chip style as HelpScreen.
for row in HOTKEYS {
card.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_3,
..default()
})
.with_children(|line| {
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),
HighContrastBorder::with_default(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),
));
});
}
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
OnboardingBackButton,
"Back",
Some(""),
ButtonVariant::Secondary,
font_res,
);
spawn_modal_button(
actions,
OnboardingNextButton,
"Let's play",
Some(""),
ButtonVariant::Primary,
font_res,
);
});
});
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
use crate::settings_plugin::SettingsPlugin;
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(SettingsPlugin::headless())
.add_plugins(OnboardingPlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<ButtonInput<MouseButton>>();
app
}
fn count_screens(app: &mut App) -> usize {
app.world_mut()
.query::<&OnboardingScreen>()
.iter(app.world())
.count()
}
fn current_slide(app: &App) -> u8 {
app.world().resource::<OnboardingSlideIndex>().0
}
fn press_key(app: &mut App, key: KeyCode) {
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(key);
input.clear();
input.press(key);
}
// -----------------------------------------------------------------------
// Basic visibility
// -----------------------------------------------------------------------
#[test]
fn first_run_spawns_onboarding() {
let mut app = headless_app();
app.update(); // PostStartup runs
assert_eq!(count_screens(&mut app), 1);
}
#[test]
fn returning_player_does_not_see_onboarding() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<SettingsResource>()
.0
.first_run_complete = true;
app.update();
assert_eq!(count_screens(&mut app), 0);
}
#[test]
fn starts_on_slide_zero() {
let mut app = headless_app();
app.update();
assert_eq!(current_slide(&app), 0);
}
// -----------------------------------------------------------------------
// Next / Back navigation
// -----------------------------------------------------------------------
#[test]
fn next_button_advances_slide() {
let mut app = headless_app();
app.update();
assert_eq!(current_slide(&app), 0);
// Spawn a Next button with Pressed interaction.
app.world_mut().spawn((OnboardingNextButton, Button, Interaction::Pressed));
app.update();
assert_eq!(current_slide(&app), 1, "Next must advance to slide 1");
assert_eq!(count_screens(&mut app), 1, "exactly one modal must be visible");
}
#[test]
fn back_button_retreats_slide() {
let mut app = headless_app();
app.update();
// Manually move to slide 2.
app.world_mut().resource_mut::<OnboardingSlideIndex>().0 = 2;
// Despawn the old screen and respawn slide 2.
{
let entities: Vec<Entity> = app
.world_mut()
.query_filtered::<Entity, With<OnboardingScreen>>()
.iter(app.world())
.collect();
for e in entities {
app.world_mut().despawn(e);
}
}
app.world_mut().spawn((OnboardingBackButton, Button, Interaction::Pressed));
app.update();
assert_eq!(current_slide(&app), 1, "Back must retreat from slide 2 to slide 1");
}
#[test]
fn back_on_first_slide_does_not_underflow() {
let mut app = headless_app();
app.update();
assert_eq!(current_slide(&app), 0);
// Pressing Back on slide 0 must be a no-op (no underflow to u8::MAX).
app.world_mut().spawn((OnboardingBackButton, Button, Interaction::Pressed));
app.update();
assert_eq!(current_slide(&app), 0, "Back on slide 0 must not underflow");
// The screen must still be present (we didn't skip or complete).
assert_eq!(count_screens(&mut app), 1);
}
#[test]
fn next_cannot_advance_past_last_slide() {
let mut app = headless_app();
app.update();
app.world_mut().resource_mut::<OnboardingSlideIndex>().0 = SLIDE_COUNT - 1;
// Next on the last slide should complete onboarding, not advance further.
app.world_mut().spawn((OnboardingNextButton, Button, Interaction::Pressed));
app.update();
// first_run_complete must be set.
assert!(
app.world().resource::<SettingsResource>().0.first_run_complete,
"Next on last slide must set first_run_complete"
);
assert_eq!(count_screens(&mut app), 0, "modal must be gone after completion");
}
// -----------------------------------------------------------------------
// Skip
// -----------------------------------------------------------------------
#[test]
fn skip_button_completes_onboarding_from_slide_zero() {
let mut app = headless_app();
app.update();
app.world_mut().spawn((OnboardingSkipButton, Button, Interaction::Pressed));
app.update();
assert!(
app.world().resource::<SettingsResource>().0.first_run_complete,
"Skip must set first_run_complete"
);
assert_eq!(count_screens(&mut app), 0);
}
// -----------------------------------------------------------------------
// Keyboard accelerators
// -----------------------------------------------------------------------
#[test]
fn arrow_right_advances_slide() {
let mut app = headless_app();
app.update();
assert_eq!(current_slide(&app), 0);
press_key(&mut app, KeyCode::ArrowRight);
app.update();
assert_eq!(current_slide(&app), 1);
}
#[test]
fn enter_advances_slide() {
let mut app = headless_app();
app.update();
press_key(&mut app, KeyCode::Enter);
app.update();
assert_eq!(current_slide(&app), 1);
}
#[test]
fn arrow_left_retreats_slide() {
let mut app = headless_app();
app.update();
app.world_mut().resource_mut::<OnboardingSlideIndex>().0 = 1;
// Re-spawn a screen so the keyboard handler finds one.
app.world_mut().spawn(OnboardingScreen);
press_key(&mut app, KeyCode::ArrowLeft);
app.update();
assert_eq!(current_slide(&app), 0);
}
#[test]
fn esc_skips_onboarding() {
let mut app = headless_app();
app.update();
assert_eq!(count_screens(&mut app), 1);
press_key(&mut app, KeyCode::Escape);
app.update();
assert_eq!(count_screens(&mut app), 0, "Esc must dismiss onboarding");
assert!(
app.world().resource::<SettingsResource>().0.first_run_complete,
"Esc must set first_run_complete"
);
}
#[test]
fn enter_on_last_slide_completes_onboarding() {
let mut app = headless_app();
app.update();
app.world_mut().resource_mut::<OnboardingSlideIndex>().0 = SLIDE_COUNT - 1;
// Ensure a screen exists for the keyboard handler.
app.world_mut().spawn(OnboardingScreen);
press_key(&mut app, KeyCode::Enter);
app.update();
assert!(
app.world().resource::<SettingsResource>().0.first_run_complete,
"Enter on last slide must complete onboarding"
);
assert_eq!(count_screens(&mut app), 0);
}
// -----------------------------------------------------------------------
// Slide-index bounds
// -----------------------------------------------------------------------
#[test]
fn slide_count_constant_is_three() {
assert_eq!(SLIDE_COUNT, 3, "SLIDE_COUNT must be 3");
}
#[test]
fn slide_index_default_is_zero() {
let idx = OnboardingSlideIndex::default();
assert_eq!(idx.0, 0);
}
// -----------------------------------------------------------------------
// Completion semantics
// -----------------------------------------------------------------------
#[test]
fn keypress_on_last_slide_sets_first_run_complete() {
let mut app = headless_app();
app.update();
// Navigate to the last slide via arrow keys.
for _ in 0..(SLIDE_COUNT - 1) {
press_key(&mut app, KeyCode::ArrowRight);
app.update();
{
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.clear();
}
}
assert_eq!(current_slide(&app), SLIDE_COUNT - 1);
press_key(&mut app, KeyCode::Enter);
app.update();
assert!(
app.world().resource::<SettingsResource>().0.first_run_complete,
"completing the last slide must set first_run_complete"
);
assert_eq!(count_screens(&mut app), 0);
}
// -----------------------------------------------------------------------
// Hotkey list is non-empty (guards against accidental truncation)
// -----------------------------------------------------------------------
#[test]
fn hotkey_list_is_non_empty() {
assert!(!HOTKEYS.is_empty(), "HOTKEYS must not be empty");
}
#[test]
fn all_hotkey_rows_have_non_empty_fields() {
for row in HOTKEYS {
assert!(!row.keys.is_empty(), "hotkey key field must not be empty");
assert!(!row.description.is_empty(), "hotkey description must not be empty");
}
}
}