Files
Ferrous-Solitaire/solitaire_engine/src/card_plugin/highlights.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

277 lines
10 KiB
Rust

//! Hint and right-click highlights, plus cursor hit-testing helpers.
use super::*;
use bevy::color::Color;
use solitaire_core::Card;
use solitaire_core::game_state::GameState;
use crate::events::StateChangedEvent;
use crate::layout::{Layout, LayoutResource};
use crate::pause_plugin::PausedResource;
use crate::resources::{DragState, GameStateResource};
use crate::settings_plugin::SettingsResource;
use crate::table_plugin::{PILE_MARKER_DEFAULT_COLOUR, PileMarker};
/// Counts down `HintHighlight::remaining` each frame. When it reaches zero,
/// removes both `HintHighlight` and `HintHighlightTimer` (if present) and
/// resets the card sprite to its normal face-up colour.
pub(super) fn tick_hint_highlight(
time: Res<Time>,
mut commands: Commands,
mut query: Query<(Entity, &mut HintHighlight, &mut Sprite, &CardEntity)>,
game: Res<GameStateResource>,
settings: Option<Res<SettingsResource>>,
card_images: Option<Res<CardImageSet>>,
) {
let back_idx = settings.as_ref().map_or(0, |s| s.0.selected_card_back);
let use_images = card_images.is_some();
for (entity, mut hint, mut sprite, card_entity) in query.iter_mut() {
hint.remaining -= time.delta_secs();
if hint.remaining <= 0.0 {
// Restore the normal sprite colour.
// When image-based rendering is active, WHITE is the neutral tint;
// otherwise restore the solid colour appropriate to the card state.
sprite.color = if use_images {
Color::WHITE
} else {
let is_face_up = all_cards(&game.0)
.iter()
.find(|(c, _face_up)| *c == card_entity.card)
.is_some_and(|(_, face_up)| *face_up);
if is_face_up {
CARD_FACE_COLOUR
} else {
card_back_colour(back_idx)
}
};
commands
.entity(entity)
.remove::<HintHighlight>()
.remove::<HintHighlightTimer>();
}
}
}
// ---------------------------------------------------------------------------
// Task #46 — Right-click legal destination highlights
// ---------------------------------------------------------------------------
/// Lime tint applied to a `PileMarker` sprite when it is a legal
/// destination for the right-clicked card. Same RGB as the design-
/// system [`STATE_SUCCESS`] token at 60% alpha. Spelled as a literal
/// because `Alpha::with_alpha` is not yet a `const` trait method on
/// stable; the tracking test below pins the RGB to `STATE_SUCCESS`
/// so a palette swap can't drift the two apart silently.
pub(super) const RIGHT_CLICK_HIGHLIGHT_COLOUR: Color = Color::srgba(0.675, 0.761, 0.404, 0.6);
/// Counts down `RightClickHighlightTimer` each frame and clears the highlight
/// when the timer expires.
///
/// This is a fallback expiry: highlights also clear immediately on
/// `StateChangedEvent` (move made) or when the game is paused, whichever comes
/// first. The 1.5 s timer ensures highlights always disappear even if the
/// player takes no further action.
pub(super) fn tick_right_click_highlights(
mut commands: Commands,
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut highlights: Query<
(Entity, &mut RightClickHighlightTimer, &mut Sprite),
With<RightClickHighlight>,
>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
let dt = time.delta_secs();
for (entity, mut timer, mut sprite) in &mut highlights {
timer.0 -= dt;
if timer.0 <= 0.0 {
// Restore the pile marker to its default colour before removing
// the highlight marker component.
sprite.color = PILE_MARKER_DEFAULT_COLOUR;
commands
.entity(entity)
.remove::<RightClickHighlight>()
.remove::<RightClickHighlightTimer>();
}
}
}
/// Removes the `RightClickHighlight` marker from every highlighted pile and
/// resets its sprite colour to `PILE_MARKER_DEFAULT_COLOUR`.
///
/// Shared by the on-state-change and on-pause clear systems to avoid
/// duplicating the removal logic.
pub(super) fn clear_right_click_highlights(
commands: &mut Commands,
highlighted: &Query<Entity, With<RightClickHighlight>>,
pile_markers: &mut Query<(Entity, &PileMarker, &mut Sprite)>,
) {
for entity in highlighted.iter() {
commands.entity(entity).remove::<RightClickHighlight>();
}
for (_entity, _, mut sprite) in pile_markers.iter_mut() {
if sprite.color == RIGHT_CLICK_HIGHLIGHT_COLOUR {
sprite.color = PILE_MARKER_DEFAULT_COLOUR;
}
}
}
/// Clears all right-click destination highlights whenever any game-state
/// mutation succeeds (`StateChangedEvent` fires).
///
/// This ensures stale highlights do not linger after a card is moved.
pub(super) fn clear_right_click_highlights_on_state_change(
mut events: MessageReader<StateChangedEvent>,
mut commands: Commands,
highlighted: Query<Entity, With<RightClickHighlight>>,
mut pile_markers: Query<(Entity, &PileMarker, &mut Sprite)>,
) {
if events.read().next().is_none() {
return;
}
clear_right_click_highlights(&mut commands, &highlighted, &mut pile_markers);
}
/// Clears all right-click destination highlights when the game is paused
/// (`PausedResource` changes to `true`).
///
/// Prevents highlighted pile markers from remaining visible behind the pause
/// overlay.
pub(super) fn clear_right_click_highlights_on_pause(
paused: Option<Res<PausedResource>>,
mut commands: Commands,
highlighted: Query<Entity, With<RightClickHighlight>>,
mut pile_markers: Query<(Entity, &PileMarker, &mut Sprite)>,
) {
let Some(paused) = paused else { return };
if paused.is_changed() && paused.0 {
clear_right_click_highlights(&mut commands, &highlighted, &mut pile_markers);
}
}
/// Handles right-click: highlights legal destination piles for the clicked card,
/// and clears highlights on any subsequent right- or left-click.
///
/// This system lives in `CardPlugin` to keep `InputPlugin` untouched.
#[allow(clippy::too_many_arguments)]
pub(super) fn handle_right_click(
buttons: Option<Res<ButtonInput<MouseButton>>>,
paused: Option<Res<PausedResource>>,
drag: Res<DragState>,
windows: Query<&Window, With<bevy::window::PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
game: Res<GameStateResource>,
mut commands: Commands,
mut pile_markers: Query<(Entity, &PileMarker, &mut Sprite)>,
card_entities: Query<(Entity, &CardEntity, &Transform)>,
highlighted: Query<Entity, With<RightClickHighlight>>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
let Some(buttons) = buttons else { return };
let left_pressed = buttons.just_pressed(MouseButton::Left);
let right_pressed = buttons.just_pressed(MouseButton::Right);
// Clear existing highlights on any click.
if left_pressed || right_pressed {
for entity in &highlighted {
commands.entity(entity).remove::<RightClickHighlight>();
}
for (_entity, _, mut sprite) in &mut pile_markers {
if sprite.color == RIGHT_CLICK_HIGHLIGHT_COLOUR {
sprite.color = PILE_MARKER_DEFAULT_COLOUR;
}
}
}
// Only proceed for right-clicks while not dragging.
if !right_pressed || !drag.is_idle() {
return;
}
let Some(layout) = layout else { return };
// Convert cursor to world-space position.
let Some(world) = cursor_world_pos(&windows, &cameras) else {
return;
};
// Find the topmost face-up card under the cursor.
let Some(card) = find_top_card_at(world, &game.0, &layout.0, &card_entities) else {
return;
};
let Some(source_pile) = game.0.pile_containing_card(card.clone()) else {
return;
};
// Tint piles that legally accept the card.
for (entity, pile_marker, mut sprite) in &mut pile_markers {
let legal = game.0.can_move_cards(&source_pile, &pile_marker.0, 1);
if legal {
sprite.color = RIGHT_CLICK_HIGHLIGHT_COLOUR;
commands
.entity(entity)
.insert(RightClickHighlight)
.insert(RightClickHighlightTimer(1.5));
}
}
}
/// Converts cursor position to 2-D world coordinates.
pub(super) fn cursor_world_pos(
windows: &Query<&Window, With<bevy::window::PrimaryWindow>>,
cameras: &Query<(&Camera, &GlobalTransform)>,
) -> Option<Vec2> {
let window = windows.single().ok()?;
let cursor = window.cursor_position()?;
let (camera, camera_transform) = cameras.single().ok()?;
camera.viewport_to_world_2d(camera_transform, cursor).ok()
}
/// Returns the topmost face-up `Card` under `cursor` by checking axis-aligned
/// bounding rectangles of all card sprites, picking the highest Z.
pub(super) fn find_top_card_at(
cursor: Vec2,
game: &GameState,
layout: &Layout,
card_entities: &Query<(Entity, &CardEntity, &Transform)>,
) -> Option<Card> {
let half = layout.card_size / 2.0;
let mut best: Option<(f32, Card)> = None;
for (_, card_entity, transform) in card_entities.iter() {
let pos = transform.translation.truncate();
if cursor.x < pos.x - half.x
|| cursor.x > pos.x + half.x
|| cursor.y < pos.y - half.y
|| cursor.y > pos.y + half.y
{
continue;
}
let found = all_cards(game)
.into_iter()
.find(|(c, face_up)| *c == card_entity.card && *face_up);
if let Some((card, _)) = found {
let z = transform.translation.z;
if best.as_ref().is_none_or(|(bz, _)| z > *bz) {
best = Some((z, card));
}
}
}
best.map(|(_, card)| card)
}
// ---------------------------------------------------------------------------
// Task #28 — Stock-empty visual indicator
// ---------------------------------------------------------------------------