Complete native rewrite of the web-based SoliCards game as a SwiftUI multiplatform app targeting iOS 17+, iPadOS 17+, and macOS 14+. Three solitaire variants (Klondike, Spider, FreeCell) with full game rules, drag & drop, smart zoom layout, 6 themes, 4 difficulty levels, SwiftData persistence, VoiceOver accessibility, and 57 unit tests. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
110 lines
4.5 KiB
Swift
110 lines
4.5 KiB
Swift
import SwiftUI
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struct KlondikeBoardView: View {
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@Bindable var viewModel: GameViewModel
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let layout: CardLayout
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let theme: GameTheme
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let cardFaceStyle: CardFaceStyle
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let cardBackDesign: CardBackDesign
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var body: some View {
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VStack(spacing: layout.horizontalPadding) {
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HStack(spacing: layout.horizontalPadding) {
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stockView
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wasteView
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// Empty gap at column 2 position
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Color.clear
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.frame(width: layout.cardWidth, height: layout.cardHeight)
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ForEach(0..<min(4, viewModel.state.foundations.count), id: \.self) { index in
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foundationView(index: index)
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}
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}
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.padding(.horizontal, layout.horizontalPadding)
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// Tableau row: 7 columns
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HStack(alignment: .top, spacing: layout.horizontalPadding) {
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ForEach(0..<min(7, viewModel.state.tableaus.count), id: \.self) { column in
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CardStackView(
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cards: viewModel.state.tableaus[column],
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location: .tableau(column),
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layout: layout,
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cardFaceStyle: cardFaceStyle,
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cardBackDesign: cardBackDesign,
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viewModel: viewModel
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)
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}
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}
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.padding(.horizontal, layout.horizontalPadding)
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}
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}
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private var stockView: some View {
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Group {
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if viewModel.state.stock.isEmpty {
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CardView(card: nil, cardFaceStyle: cardFaceStyle, cardBackDesign: cardBackDesign,
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size: layout.cardSize())
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.overlay {
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Image(systemName: "arrow.clockwise")
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.font(.system(size: layout.cardWidth * 0.3))
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.foregroundStyle(.white.opacity(0.5))
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}
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.accessibilityLabel(Text("Stock pile, empty. Double tap to recycle waste pile."))
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} else {
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CardView(card: Card(suit: .spades, rank: .ace),
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cardFaceStyle: cardFaceStyle, cardBackDesign: cardBackDesign,
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size: layout.cardSize())
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.accessibilityLabel(Text("Stock pile, \(viewModel.state.stock.count) cards remaining"))
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.accessibilityHint(Text("Double tap to draw"))
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}
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}
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.accessibilityAddTraits(.isButton)
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.onTapGesture { viewModel.drawFromStock() }
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}
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private var wasteView: some View {
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let topCard = viewModel.state.waste.last
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return CardView(card: topCard, cardFaceStyle: cardFaceStyle,
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cardBackDesign: cardBackDesign, size: layout.cardSize())
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.accessibilityLabel(topCard != nil
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? Text("Waste pile, \(topCard!.rank.displayName) of \(topCard!.suit.displayName)")
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: Text("Waste pile, empty"))
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.accessibilityHint(topCard != nil ? Text("Double tap to move") : Text(""))
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.onTapGesture { viewModel.tapCard(at: .waste, cardIndex: 0) }
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.simultaneousGesture(wasteDragGesture)
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}
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private func foundationView(index: Int) -> some View {
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let topCard = viewModel.state.foundations[index].last
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return CardView(card: topCard,
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cardFaceStyle: cardFaceStyle, cardBackDesign: cardBackDesign,
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size: layout.cardSize())
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.dropTarget(.foundation(index))
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.accessibilityLabel(topCard != nil
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? Text("Foundation \(index + 1), \(topCard!.rank.displayName) of \(topCard!.suit.displayName)")
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: Text("Foundation \(index + 1), empty"))
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}
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private var wasteDragGesture: some Gesture {
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LongPressGesture(minimumDuration: 0.15)
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.sequenced(before: DragGesture(coordinateSpace: .named("board")))
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.onChanged { value in
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if case .second(true, let drag?) = value {
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if viewModel.draggedCards.isEmpty, let card = viewModel.state.waste.last {
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viewModel.beginDrag(cards: [card], from: .waste)
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}
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viewModel.dragPosition = drag.location
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}
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}
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.onEnded { value in
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if case .second(true, let drag?) = value {
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viewModel.endDrag(at: drag.location)
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} else {
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viewModel.cancelDrag()
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}
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}
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}
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}
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