feat: client_web ui

This commit is contained in:
Henri Bourcereau 2026-03-25 16:44:37 +01:00
parent 6c94f00746
commit 35d0b5cfb9
7 changed files with 457 additions and 18 deletions

View file

@ -1,9 +1,176 @@
/* Trictrac web client — placeholder styles */
/* ── Reset & base ──────────────────────────────────────────────────── */
*, *::before, *::after { box-sizing: border-box; margin: 0; padding: 0; }
body {
font-family: sans-serif;
background: #c8b084;
display: flex;
justify-content: center;
background: #f4f0e8;
margin: 0;
padding: 1rem;
padding: 1.5rem;
min-height: 100vh;
}
/* ── Login / Connecting screens ────────────────────────────────────── */
.login-container {
display: flex;
flex-direction: column;
gap: 0.75rem;
max-width: 320px;
margin-top: 4rem;
}
.login-container h1 { font-size: 2rem; text-align: center; margin-bottom: 0.5rem; }
input[type="text"] {
padding: 0.5rem 0.75rem;
font-size: 1rem;
border: 1px solid #aaa;
border-radius: 4px;
}
.error-msg { color: #c00; font-size: 0.9rem; }
.connecting { font-size: 1.2rem; margin-top: 4rem; text-align: center; }
/* ── Buttons ────────────────────────────────────────────────────────── */
.btn {
padding: 0.5rem 1.25rem;
font-size: 1rem;
border: none;
border-radius: 4px;
cursor: pointer;
transition: opacity 0.15s;
}
.btn:disabled { opacity: 0.4; cursor: default; }
.btn-primary { background: #3a6b3a; color: #fff; }
.btn-secondary { background: #5a4a2a; color: #fff; }
.btn:not(:disabled):hover { opacity: 0.85; }
/* ── Game container ─────────────────────────────────────────────────── */
.game-container {
display: flex;
flex-direction: column;
align-items: center;
gap: 0.75rem;
width: 100%;
max-width: 900px;
}
/* ── Score panel ────────────────────────────────────────────────────── */
.score-panel {
display: flex;
gap: 2rem;
background: #f5edd8;
border-radius: 6px;
padding: 0.5rem 1.5rem;
font-size: 0.95rem;
box-shadow: 0 1px 4px rgba(0,0,0,0.2);
}
.score-row { display: flex; gap: 1rem; align-items: center; }
.score-name { font-weight: bold; min-width: 80px; }
/* ── Status / action bars ───────────────────────────────────────────── */
.status-bar {
display: flex;
gap: 1rem;
align-items: center;
font-size: 1.05rem;
font-weight: 500;
}
.dice { font-weight: bold; color: #2a4a8a; }
.action-bar { display: flex; gap: 0.75rem; min-height: 2.5rem; }
/* ── Board ──────────────────────────────────────────────────────────── */
.board {
background: #2e6b2e;
border: 4px solid #1a3d1a;
border-radius: 8px;
padding: 4px;
display: flex;
flex-direction: column;
gap: 4px;
user-select: none;
box-shadow: 0 4px 12px rgba(0,0,0,0.4);
}
.board-row {
display: flex;
gap: 4px;
}
.board-quarter {
display: flex;
gap: 2px;
}
.board-bar {
width: 20px;
background: #1a3d1a;
border-radius: 3px;
}
.board-center-bar {
height: 12px;
background: #1a3d1a;
border-radius: 3px;
}
/* ── Fields ─────────────────────────────────────────────────────────── */
.field {
width: 60px;
height: 110px;
background: #d4a843;
border-radius: 4px;
display: flex;
flex-direction: column;
align-items: center;
justify-content: flex-end;
padding: 4px 2px;
position: relative;
transition: background 0.1s;
}
/* Alternating field colours */
.board-quarter .field:nth-child(odd) { background: #c49030; }
.board-quarter .field:nth-child(even) { background: #d4a843; }
.top-row .field { justify-content: flex-start; }
.field.clickable { cursor: pointer; }
.field.clickable:hover { background: #e8c060 !important; }
.field.selected { background: #88bb44 !important; outline: 2px solid #446622; }
.field.dest { background: #aad060 !important; }
.field-num {
font-size: 0.65rem;
color: rgba(0,0,0,0.45);
position: absolute;
bottom: 2px;
}
.top-row .field-num { bottom: auto; top: 2px; }
/* ── Checkers ───────────────────────────────────────────────────────── */
.checkers {
width: 46px;
height: 46px;
border-radius: 50%;
display: flex;
align-items: center;
justify-content: center;
font-size: 1rem;
font-weight: bold;
border: 2px solid rgba(0,0,0,0.3);
box-shadow: inset 0 2px 4px rgba(255,255,255,0.3), 0 2px 4px rgba(0,0,0,0.3);
}
.checkers.white {
background: radial-gradient(circle at 35% 35%, #ffffff, #cccccc);
color: #333;
}
.checkers.black {
background: radial-gradient(circle at 35% 35%, #555555, #111111);
color: #eee;
}

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@ -0,0 +1,93 @@
use futures::channel::mpsc::UnboundedSender;
use leptos::prelude::*;
use crate::app::NetCommand;
use crate::trictrac::types::{PlayerAction, SerTurnStage, ViewState};
/// Field numbers in visual display order (left-to-right for each quarter).
const TOP_LEFT: [u8; 6] = [13, 14, 15, 16, 17, 18];
const TOP_RIGHT: [u8; 6] = [19, 20, 21, 22, 23, 24];
const BOT_LEFT: [u8; 6] = [12, 11, 10, 9, 8, 7];
const BOT_RIGHT: [u8; 6] = [ 6, 5, 4, 3, 2, 1];
#[component]
pub fn Board(view_state: ViewState, player_id: u16) -> impl IntoView {
let selected: RwSignal<Option<u8>> = RwSignal::new(None);
let cmd_tx = use_context::<UnboundedSender<NetCommand>>()
.expect("UnboundedSender<NetCommand> not found in context");
let board = view_state.board;
let is_move_stage = view_state.active_mp_player == Some(player_id)
&& view_state.turn_stage == SerTurnStage::Move;
// Build a Vec<AnyView> for a slice of field numbers.
// `fields_from` borrows `board`, `cmd_tx` and copies `selected`, `is_move_stage`, `player_id`.
let fields_from = |nums: &[u8]| -> Vec<AnyView> {
nums.iter().map(|&field_num| {
let value: i8 = board[(field_num - 1) as usize];
let count = value.unsigned_abs();
let checker_color = if value > 0 { "white" } else { "black" };
let is_my_checker = if player_id == 0 { value > 0 } else { value < 0 };
let cmd = cmd_tx.clone();
view! {
<div
class=move || {
let sel = selected.get();
let mut cls = "field".to_string();
let clickable = is_move_stage
&& (sel.is_some() || is_my_checker);
if clickable { cls.push_str(" clickable"); }
if sel == Some(field_num) { cls.push_str(" selected"); }
if is_move_stage && sel.is_some() && sel != Some(field_num) {
cls.push_str(" dest");
}
cls
}
on:click=move |_| {
if !is_move_stage { return; }
match selected.get() {
Some(origin) if origin == field_num => selected.set(None),
Some(origin) => {
cmd.unbounded_send(NetCommand::Action(
PlayerAction::Move { from: origin, to: field_num },
)).ok();
selected.set(None);
}
None if is_my_checker => selected.set(Some(field_num)),
None => {}
}
}
>
<span class="field-num">{field_num}</span>
{(count > 0).then(|| view! {
<span class=format!("checkers {checker_color}")>{count}</span>
})}
</div>
}
.into_any()
})
.collect()
};
let top_left = fields_from(&TOP_LEFT);
let top_right = fields_from(&TOP_RIGHT);
let bot_left = fields_from(&BOT_LEFT);
let bot_right = fields_from(&BOT_RIGHT);
view! {
<div class="board">
<div class="board-row top-row">
<div class="board-quarter">{top_left}</div>
<div class="board-bar"></div>
<div class="board-quarter">{top_right}</div>
</div>
<div class="board-center-bar"></div>
<div class="board-row bot-row">
<div class="board-quarter">{bot_left}</div>
<div class="board-bar"></div>
<div class="board-quarter">{bot_right}</div>
</div>
</div>
}
}

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@ -1,25 +1,72 @@
use futures::channel::mpsc::UnboundedSender;
use leptos::prelude::*;
use crate::app::GameUiState;
use crate::trictrac::types::SerStage;
use crate::app::{GameUiState, NetCommand};
use crate::trictrac::types::{PlayerAction, SerStage, SerTurnStage};
use super::board::Board;
use super::score_panel::ScorePanel;
#[component]
pub fn GameScreen(state: GameUiState) -> impl IntoView {
let status = match state.view_state.stage {
SerStage::Ended => "Game over",
SerStage::PreGame => "Waiting for players…",
SerStage::InGame => match state.view_state.active_mp_player {
Some(id) if id == state.player_id => "Your turn",
Some(_) => "Opponent's turn",
None => "",
let vs = state.view_state.clone();
let player_id = state.player_id;
let is_my_turn = vs.active_mp_player == Some(player_id);
let status = match &vs.stage {
SerStage::Ended => "Game over".to_string(),
SerStage::PreGame => "Waiting for opponent…".to_string(),
SerStage::InGame => match (is_my_turn, &vs.turn_stage) {
(true, SerTurnStage::RollDice) => "Your turn — roll the dice".to_string(),
(true, SerTurnStage::HoldOrGoChoice) => "Hold or Go?".to_string(),
(true, SerTurnStage::Move) => "Your turn — move a checker".to_string(),
(true, _) => "Your turn".to_string(),
(false, _) => "Opponent's turn".to_string(),
},
};
let dice_text = if vs.dice != (0, 0) {
format!("Dice: {} & {}", vs.dice.0, vs.dice.1)
} else {
String::new()
};
let cmd_tx = use_context::<UnboundedSender<NetCommand>>()
.expect("UnboundedSender<NetCommand> not found in context");
let cmd_tx2 = cmd_tx.clone();
let show_roll = is_my_turn && vs.turn_stage == SerTurnStage::RollDice;
let show_hold_go = is_my_turn && vs.turn_stage == SerTurnStage::HoldOrGoChoice;
view! {
<div class="game-container">
<p class="status-bar">{status}</p>
// Board and score panel will be added in a subsequent step.
<p>"Board placeholder"</p>
<ScorePanel scores=vs.scores.clone() player_id=player_id />
<div class="status-bar">
<span>{status}</span>
{(!dice_text.is_empty()).then(|| view! { <span class="dice">{dice_text}</span> })}
</div>
<div class="action-bar">
{show_roll.then(|| view! {
<button class="btn btn-primary" on:click=move |_| {
cmd_tx.unbounded_send(NetCommand::Action(PlayerAction::Roll)).ok();
}>"Roll dice"</button>
})}
{show_hold_go.then(|| view! {
<button class="btn btn-secondary" on:click=move |_| {
cmd_tx2.unbounded_send(NetCommand::Action(PlayerAction::Mark)).ok();
}>"Hold"</button>
})}
{show_hold_go.then(|| {
let cmd_tx3 = use_context::<UnboundedSender<NetCommand>>()
.expect("UnboundedSender<NetCommand> not found in context");
view! {
<button class="btn btn-primary" on:click=move |_| {
cmd_tx3.unbounded_send(NetCommand::Action(PlayerAction::Go)).ok();
}>"Go"</button>
}
})}
</div>
<Board view_state=vs player_id=player_id />
</div>
}
}

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@ -1,6 +1,8 @@
mod board;
mod connecting_screen;
mod game_screen;
mod login_screen;
mod score_panel;
pub use connecting_screen::ConnectingScreen;
pub use game_screen::GameScreen;

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@ -0,0 +1,25 @@
use leptos::prelude::*;
use crate::trictrac::types::PlayerScore;
#[component]
pub fn ScorePanel(scores: [PlayerScore; 2], player_id: u16) -> impl IntoView {
let rows: Vec<_> = scores
.into_iter()
.enumerate()
.map(|(i, score)| {
let label = if i as u16 == player_id { " (you)" } else { "" };
view! {
<div class="score-row">
<span class="score-name">{score.name}{label}</span>
<span class="score-points">"Points: "{score.points}</span>
<span class="score-holes">"Holes: "{score.holes}</span>
</div>
}
})
.collect();
view! {
<div class="score-panel">{rows}</div>
}
}

View file

@ -100,6 +100,7 @@ impl BackEndArchitecture<PlayerAction, GameDelta, ViewState> for TrictracBackend
if self.arrived[0] && self.arrived[1] && self.game.stage == trictrac_store::Stage::PreGame
{
let _ = self.game.consume(&GameEvent::BeginGame { goes_first: HOST_PLAYER_ID });
self.sync_view_state();
self.commands.push(BackendCommand::ResetViewState);
} else {
self.broadcast_state();
@ -195,3 +196,107 @@ impl BackEndArchitecture<PlayerAction, GameDelta, ViewState> for TrictracBackend
std::mem::take(&mut self.commands)
}
}
#[cfg(test)]
mod tests {
use super::*;
use backbone_lib::traits::BackEndArchitecture;
fn make_backend() -> TrictracBackend {
TrictracBackend::new(0)
}
/// Helper: drain and return only Delta commands, extracting their ViewStates.
fn drain_deltas(b: &mut TrictracBackend) -> Vec<ViewState> {
b.drain_commands()
.into_iter()
.filter_map(|cmd| match cmd {
BackendCommand::Delta(d) => Some(d.state),
BackendCommand::ResetViewState => Some(b.view_state.clone()),
_ => None,
})
.collect()
}
#[test]
fn both_players_arrive_starts_game() {
let mut b = make_backend();
b.player_arrival(0); // host
b.drain_commands();
b.player_arrival(1); // guest
let cmds = b.drain_commands();
// ResetViewState should have been issued after BeginGame.
let has_reset = cmds.iter().any(|c| matches!(c, BackendCommand::ResetViewState));
assert!(has_reset, "expected ResetViewState after both players arrive");
// Game should now be InGame.
use crate::trictrac::types::SerStage;
assert_eq!(b.get_view_state().stage, SerStage::InGame);
}
#[test]
fn unknown_player_kicked() {
let mut b = make_backend();
b.player_arrival(99);
let cmds = b.drain_commands();
assert!(cmds.iter().any(|c| matches!(c, BackendCommand::KickPlayer { player: 99 })));
}
#[test]
fn roll_advances_to_move_or_hold() {
let mut b = make_backend();
b.player_arrival(0);
b.player_arrival(1);
b.drain_commands();
// Host rolls (player_id 0, whose store id == HOST_PLAYER_ID == active after BeginGame).
b.inform_rpc(0, PlayerAction::Roll);
let states = drain_deltas(&mut b);
assert!(!states.is_empty(), "expected a state broadcast after roll");
use crate::trictrac::types::SerTurnStage;
let last = states.last().unwrap();
assert!(
matches!(last.turn_stage, SerTurnStage::Move | SerTurnStage::HoldOrGoChoice),
"expected Move or HoldOrGoChoice after roll, got {:?}", last.turn_stage
);
assert_eq!(last.dice, b.get_view_state().dice);
assert!(last.dice.0 >= 1 && last.dice.0 <= 6);
assert!(last.dice.1 >= 1 && last.dice.1 <= 6);
}
#[test]
fn wrong_player_roll_ignored() {
let mut b = make_backend();
b.player_arrival(0);
b.player_arrival(1);
b.drain_commands();
// Guest tries to roll when it's the host's turn.
b.inform_rpc(1, PlayerAction::Roll);
let cmds = b.drain_commands();
assert!(cmds.is_empty(), "guest roll should be ignored when it's host's turn");
}
#[test]
fn departure_sets_reconnect_timer() {
let mut b = make_backend();
b.player_arrival(0);
b.drain_commands();
b.player_departure(0);
let cmds = b.drain_commands();
assert!(
cmds.iter().any(|c| matches!(c, BackendCommand::SetTimer { timer_id: 0, .. })),
"expected reconnect timer after host departure"
);
}
#[test]
fn timer_triggers_terminate_room() {
let mut b = make_backend();
b.timer_triggered(0);
let cmds = b.drain_commands();
assert!(cmds.iter().any(|c| matches!(c, BackendCommand::TerminateRoom)));
}
}

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@ -125,14 +125,14 @@ pub struct PlayerScore {
// ── Serialisable mirrors of store enums ──────────────────────────────────────
#[derive(Clone, PartialEq, Serialize, Deserialize)]
#[derive(Debug, Clone, PartialEq, Serialize, Deserialize)]
pub enum SerStage {
PreGame,
InGame,
Ended,
}
#[derive(Clone, PartialEq, Serialize, Deserialize)]
#[derive(Debug, Clone, PartialEq, Serialize, Deserialize)]
pub enum SerTurnStage {
RollDice,
RollWaiting,