feat(android): tap-to-toggle HUD visibility (A1)
On Android, a short tap on the empty game area (not on a card) toggles the HUD band, info column, and action bar between Visible and Hidden. Layout recomputes with band_h=0 when hidden so cards fill the full screen. Any modal open restores the HUD to Visible automatically. - hud_plugin: HudVisibility resource, HudBand/HudColumn/HudActionBar markers, apply_hud_visibility (fires synthetic WindowResized), restore_hud_on_modal, and Android-only toggle_hud_on_tap + HudTapTracker (15 px slop, skips card taps via DragState.is_idle()) - layout: compute_layout gains hud_visible: bool; passes band_h=0.0 when hidden; all callers updated - input_plugin: TouchDragSet (AfterStartDrag / BeforeEndDrag) public system-set anchors for cross-plugin ordering - table_plugin: setup_table + on_window_resized read HudVisibility and pass hud_visible to compute_layout - Desktop behaviour is unchanged (HudVisibility always Visible, tap system is #[cfg(target_os = "android")] gated) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -1990,7 +1990,7 @@ mod tests {
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// At game start waste is empty, so all 52 cards are across stock + tableau.
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let g = GameState::new(42, solitaire_core::game_state::DrawMode::DrawOne);
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let layout =
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crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
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crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let positions = card_positions(&g, &layout);
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assert_eq!(positions.len(), 52);
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}
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@@ -2010,7 +2010,7 @@ mod tests {
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.collect();
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assert_eq!(waste_ids.len(), 3);
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let positions = card_positions(&g, &layout);
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// Filter rendered positions to only waste cards (by card ID).
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@@ -2041,7 +2041,7 @@ mod tests {
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let waste_ids: std::collections::HashSet<u32> =
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waste_pile.iter().map(|c| c.id).collect();
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let positions = card_positions(&g, &layout);
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let mut waste_rendered: Vec<_> = positions
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@@ -2084,7 +2084,7 @@ mod tests {
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let waste_ids: std::collections::HashSet<u32> =
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waste_pile.iter().map(|c| c.id).collect();
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let positions = card_positions(&g, &layout);
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let mut waste_rendered: Vec<_> = positions
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@@ -2107,7 +2107,7 @@ mod tests {
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fn card_positions_tableau_cards_are_fanned_downward() {
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let g = GameState::new(42, solitaire_core::game_state::DrawMode::DrawOne);
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let layout =
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crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
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crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let positions = card_positions(&g, &layout);
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// Collect positions for Tableau(6) (should have 7 cards).
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@@ -2419,7 +2419,7 @@ mod tests {
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#[test]
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fn facedown_cards_use_tighter_fan_than_uniform_faceup_fan() {
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let g = GameState::new(42, solitaire_core::game_state::DrawMode::DrawOne);
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let positions = card_positions(&g, &layout);
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// Tableau(6) has 7 cards: 6 face-down + 1 face-up on top.
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@@ -2580,7 +2580,7 @@ mod tests {
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// Sanity-check: the new font size matches FONT_SIZE_FRAC × the
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// post-resize card width, so the in-place path is using the
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// refreshed Layout.
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let expected_layout = crate::layout::compute_layout(Vec2::new(800.0, 600.0), 0.0, 0.0);
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let expected_layout = crate::layout::compute_layout(Vec2::new(800.0, 600.0), 0.0, 0.0, true);
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let expected = expected_layout.card_size.x * FONT_SIZE_FRAC;
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assert!(
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(after - expected).abs() < 1e-3,
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@@ -604,7 +604,7 @@ mod tests {
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use crate::layout::compute_layout;
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let game = GameState::new(42, DrawMode::DrawOne);
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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// A cursor far off-screen should never hit anything.
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assert!(!cursor_over_draggable(Vec2::new(-9999.0, -9999.0), &game, &layout));
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}
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@@ -624,7 +624,7 @@ mod tests {
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let mut app = App::new();
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app.add_plugins(MinimalPlugins)
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.insert_resource(GameStateResource(game))
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.insert_resource(LayoutResource(compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0)))
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.insert_resource(LayoutResource(compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true)))
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.insert_resource(DragState::default())
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.add_systems(Update, update_drop_target_overlays);
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app
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@@ -36,7 +36,14 @@ use crate::events::{
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};
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use crate::font_plugin::FontResource;
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use crate::game_plugin::GameMutation;
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#[cfg(target_os = "android")]
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use crate::input_plugin::TouchDragSet;
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use crate::layout::LayoutSystem;
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#[cfg(target_os = "android")]
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use crate::pause_plugin::PausedResource;
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use crate::resources::GameStateResource;
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#[cfg(target_os = "android")]
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use crate::resources::DragState;
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use crate::selection_plugin::SelectionState;
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use crate::time_attack_plugin::TimeAttackResource;
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use crate::ui_focus::{FocusGroup, Focusable};
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@@ -119,6 +126,37 @@ pub struct HudDrawCycle;
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#[derive(Component, Debug)]
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pub struct HudSelection;
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/// Marker on the HUD band background node (the translucent band behind buttons).
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#[derive(Component, Debug)]
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pub struct HudBand;
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/// Marker on the HUD score/info column root node.
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#[derive(Component, Debug)]
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pub struct HudColumn;
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/// Marker on the action button bar root node.
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#[derive(Component, Debug)]
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pub struct HudActionBar;
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/// Controls whether the in-game HUD (band, score column, action buttons) is
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/// visible. Toggled on Android by tapping empty board space; always `Visible`
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/// on desktop. Resets to `Visible` whenever a modal opens.
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#[derive(Resource, Debug, Clone, Copy, PartialEq, Eq, Default)]
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pub enum HudVisibility {
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#[default]
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Visible,
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Hidden,
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}
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#[cfg(target_os = "android")]
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#[derive(Resource, Debug, Default)]
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struct HudTapTracker {
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start_pos: Option<bevy::math::Vec2>,
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}
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#[cfg(target_os = "android")]
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const HUD_TAP_SLOP_PX: f32 = 15.0;
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/// Drives the score-readout pulse: scales the [`HudScore`] text from
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/// 1.0 → 1.1 → 1.0 over [`MOTION_SCORE_PULSE_SECS`] (scaled by
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/// [`AnimSpeed`](solitaire_data::AnimSpeed)). Inserted on the score
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@@ -350,6 +388,7 @@ impl Plugin for HudPlugin {
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.add_message::<WinStreakMilestoneEvent>()
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.init_resource::<PreviousScore>()
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.init_resource::<HudActionFade>()
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.init_resource::<HudVisibility>()
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// Escape-close handlers for popovers read this; init defensively
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// so HudPlugin works under MinimalPlugins in tests.
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.init_resource::<ButtonInput<KeyCode>>()
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@@ -358,6 +397,11 @@ impl Plugin for HudPlugin {
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.add_message::<WindowResized>()
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.add_systems(Startup, (spawn_hud_band, spawn_hud, spawn_action_buttons))
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.add_systems(Update, update_hud.after(GameMutation))
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.add_systems(
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Update,
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apply_hud_visibility.before(LayoutSystem::UpdateOnResize),
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)
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.add_systems(Update, restore_hud_on_modal)
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.add_systems(Update, update_won_previously.after(GameMutation))
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.add_systems(Update, announce_auto_complete.after(GameMutation))
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.add_systems(Update, update_selection_hud)
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@@ -403,6 +447,17 @@ impl Plugin for HudPlugin {
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// `paint_action_buttons` would clobber the alpha back to 1.0
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// mid-fade and produce a visible blip.
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.add_systems(Last, (update_action_fade, apply_action_fade).chain());
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#[cfg(target_os = "android")]
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{
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app.init_resource::<HudTapTracker>()
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.add_message::<bevy::input::touch::TouchInput>()
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.add_systems(
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Update,
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toggle_hud_on_tap
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.after(TouchDragSet::AfterStartDrag)
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.in_set(TouchDragSet::BeforeEndDrag),
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);
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}
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}
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}
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@@ -434,6 +489,7 @@ fn spawn_hud_band(insets: Option<Res<SafeAreaInsets>>, mut commands: Commands) {
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// entities and rendered behind UI regardless).
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ZIndex(Z_HUD - 1),
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SafeAreaAnchoredTop { base_top: BASE_TOP },
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HudBand,
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));
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}
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@@ -516,6 +572,7 @@ fn spawn_hud(
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},
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ZIndex(Z_HUD),
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SafeAreaAnchoredTop { base_top: SPACE_2 },
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HudColumn,
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))
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.with_children(|hud| {
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// Tier 1 — primary readouts. Score is the protagonist (HEADLINE);
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@@ -697,6 +754,7 @@ fn spawn_action_buttons(
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},
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ZIndex(Z_HUD),
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SafeAreaAnchoredTop { base_top: SPACE_2 },
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HudActionBar,
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))
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.with_children(|row| {
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// The trailing `order` argument feeds `Focusable { group: Hud, order }`
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@@ -2223,6 +2281,82 @@ fn update_hud_typography(
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}
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}
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#[allow(clippy::type_complexity)]
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fn apply_hud_visibility(
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hud_vis: Res<HudVisibility>,
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mut nodes: Query<
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&mut Visibility,
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Or<(With<HudBand>, With<HudColumn>, With<HudActionBar>)>,
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>,
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window_entities: Query<(Entity, &Window)>,
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mut resize_events: MessageWriter<WindowResized>,
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) {
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if !hud_vis.is_changed() {
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return;
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}
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let v = if *hud_vis == HudVisibility::Visible {
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Visibility::Visible
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} else {
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Visibility::Hidden
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};
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for mut node_vis in &mut nodes {
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*node_vis = v;
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}
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if let Some((entity, window)) = window_entities.iter().next() {
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resize_events.write(WindowResized {
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window: entity,
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width: window.resolution.width(),
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height: window.resolution.height(),
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});
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}
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}
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fn restore_hud_on_modal(
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new_scrims: Query<(), (With<ModalScrim>, Added<ModalScrim>)>,
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mut hud_vis: ResMut<HudVisibility>,
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) {
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if !new_scrims.is_empty() {
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*hud_vis = HudVisibility::Visible;
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}
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}
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#[cfg(target_os = "android")]
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fn toggle_hud_on_tap(
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mut touch_events: MessageReader<bevy::input::touch::TouchInput>,
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drag: Res<DragState>,
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scrims: Query<(), With<ModalScrim>>,
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paused: Option<Res<PausedResource>>,
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mut tracker: ResMut<HudTapTracker>,
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mut hud_vis: ResMut<HudVisibility>,
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) {
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use bevy::input::touch::TouchPhase;
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if !scrims.is_empty() || paused.is_some_and(|p| p.0) {
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tracker.start_pos = None;
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return;
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}
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for event in touch_events.read() {
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match event.phase {
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TouchPhase::Started => {
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tracker.start_pos = Some(event.position);
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}
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TouchPhase::Ended if drag.is_idle() => {
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if let Some(start) = tracker.start_pos.take() {
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if (event.position - start).length() < HUD_TAP_SLOP_PX {
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*hud_vis = match *hud_vis {
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HudVisibility::Visible => HudVisibility::Hidden,
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HudVisibility::Hidden => HudVisibility::Visible,
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};
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}
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}
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}
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TouchPhase::Canceled | TouchPhase::Moved => {
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tracker.start_pos = None;
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}
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_ => {}
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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@@ -51,6 +51,16 @@ use crate::resources::{DragState, GameStateResource, HintCycleIndex};
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use crate::selection_plugin::SelectionState;
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use crate::time_attack_plugin::TimeAttackResource;
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/// System-set labels used to anchor external systems relative to the touch
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/// drag pipeline without duplicating the internal chain ordering.
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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pub enum TouchDragSet {
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/// After `touch_start_drag` has run — drag state is populated if a card was touched.
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AfterStartDrag,
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/// Before `touch_end_drag` runs — drag state has not yet been cleared.
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BeforeEndDrag,
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}
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/// Z-depth used for cards while being dragged — above all resting cards.
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const DRAG_Z: f32 = 500.0;
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@@ -103,10 +113,10 @@ impl Plugin for InputPlugin {
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follow_drag,
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end_drag.before(GameMutation),
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// Touch drag pipeline (parallel path through DragState).
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touch_start_drag,
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touch_start_drag.in_set(TouchDragSet::AfterStartDrag),
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touch_follow_drag,
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handle_double_tap, // before touch_end_drag: reads drag state pre-clear
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touch_end_drag.before(GameMutation),
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touch_end_drag.after(TouchDragSet::BeforeEndDrag).before(GameMutation),
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)
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.chain(),
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)
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@@ -1632,7 +1642,7 @@ mod tests {
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#[test]
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fn find_draggable_picks_top_of_tableau() {
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let game = GameState::new(42, DrawMode::DrawOne);
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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// In tableau 6, the visually topmost card is the last (face-up) one.
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// Its position: base.y + fan * 6.
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@@ -1646,7 +1656,7 @@ mod tests {
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#[test]
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fn find_draggable_skips_face_down_cards() {
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let game = GameState::new(42, DrawMode::DrawOne);
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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// Tableau 6 has 7 cards: 6 face-down (indices 0..5) + 1 face-up at
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// the bottom (index 6). Click at the topmost face-down card's
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@@ -1667,7 +1677,7 @@ mod tests {
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// face-up bottom card, clicking the visible card face missed the
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// hit-test box and only the bottom strip of the card responded.
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let game = GameState::new(42, DrawMode::DrawOne);
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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// Tableau 6 starts with 6 face-down + 1 face-up. The face-up card
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// sits at base.y - 6 * TABLEAU_FACEDOWN_FAN_FRAC * card_h, NOT at
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@@ -1706,7 +1716,7 @@ mod tests {
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face_up: true,
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});
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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// The Queen's geometric center (index 1) is inside the Jack's bounding box
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// (Jack fans 0.5h below base; its box spans [base-h, base]). To hit the
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// Queen we click in her visible strip: the 0.25h band above the Jack's top
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@@ -1738,7 +1748,7 @@ mod tests {
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face_up: true,
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});
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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// Both cards in waste sit at the same (x, y). Clicking should pick
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// the visually top card (id 201), with count = 1.
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let pos = card_position(&game, &layout, &PileType::Waste, 0);
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@@ -1751,7 +1761,7 @@ mod tests {
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#[test]
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fn find_drop_target_hits_empty_tableau_pile_marker() {
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let game = GameState::new(42, DrawMode::DrawOne);
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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// Move all cards out of tableau 0 so its marker is the only drop area.
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let mut game = game;
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game.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.clear();
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@@ -1763,7 +1773,7 @@ mod tests {
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#[test]
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fn find_drop_target_returns_none_for_origin() {
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let game = GameState::new(42, DrawMode::DrawOne);
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let pos = layout.pile_positions[&PileType::Tableau(3)];
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let target = find_drop_target(pos, &game, &layout, &PileType::Tableau(3));
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assert_eq!(target, None);
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@@ -1772,7 +1782,7 @@ mod tests {
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#[test]
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fn pile_drop_rect_extends_for_tableau_with_cards() {
|
||||
let game = GameState::new(42, DrawMode::DrawOne);
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
|
||||
// Tableau 6 has 7 cards.
|
||||
let (_, size) = pile_drop_rect(&PileType::Tableau(6), &layout, &game);
|
||||
// Expected: card_height + 6 * fan. fan = 0.25 * card_height, so
|
||||
@@ -1797,7 +1807,7 @@ mod tests {
|
||||
waste.cards.push(Card { id: 201, suit: Suit::Hearts, rank: Rank::Three, face_up: true });
|
||||
waste.cards.push(Card { id: 202, suit: Suit::Clubs, rank: Rank::Four, face_up: true });
|
||||
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
|
||||
let waste_base = layout.pile_positions[&PileType::Waste];
|
||||
// Top card (slot=2) is at base.x + 2 * 0.28 * card_width.
|
||||
let top_card_x = waste_base.x + 2.0 * 0.28 * layout.card_size.x;
|
||||
@@ -1813,7 +1823,7 @@ mod tests {
|
||||
#[test]
|
||||
fn find_draggable_returns_none_for_click_on_empty_pile() {
|
||||
let mut game = GameState::new(42, DrawMode::DrawOne);
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
|
||||
// Clear tableau 0 so it's an empty slot.
|
||||
game.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.clear();
|
||||
let pos = layout.pile_positions[&PileType::Tableau(0)];
|
||||
@@ -1824,7 +1834,7 @@ mod tests {
|
||||
#[test]
|
||||
fn pile_drop_rect_is_card_sized_for_non_tableau() {
|
||||
let game = GameState::new(42, DrawMode::DrawOne);
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
|
||||
for pile in [
|
||||
PileType::Waste,
|
||||
PileType::Foundation(2),
|
||||
@@ -2325,7 +2335,7 @@ mod tests {
|
||||
app.init_resource::<crate::pending_hint::PendingHintTask>();
|
||||
app.init_resource::<ButtonInput<KeyCode>>();
|
||||
app.insert_resource(crate::layout::LayoutResource(
|
||||
crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0),
|
||||
crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true),
|
||||
));
|
||||
app.insert_resource(GameStateResource(GameState::new(42, DrawMode::DrawOne)));
|
||||
app.add_systems(Update, handle_keyboard_hint);
|
||||
|
||||
@@ -146,8 +146,9 @@ pub struct Layout {
|
||||
/// - Top row (stock, waste, 4 foundations) aligns with tableau columns
|
||||
/// 0, 1, 3, 4, 5, 6 — column 2 is intentionally empty to separate the
|
||||
/// waste/stock cluster from the foundations.
|
||||
pub fn compute_layout(window: Vec2, safe_area_top: f32, safe_area_bottom: f32) -> Layout {
|
||||
pub fn compute_layout(window: Vec2, safe_area_top: f32, safe_area_bottom: f32, hud_visible: bool) -> Layout {
|
||||
let window = window.max(MIN_WINDOW);
|
||||
let band_h = if hud_visible { HUD_BAND_HEIGHT } else { 0.0 };
|
||||
|
||||
// Width-based candidate (existing behaviour): 7 cards + 8 h_gaps = 9*card_width.
|
||||
let card_width_width_based = window.x / 9.0;
|
||||
@@ -169,7 +170,7 @@ pub fn compute_layout(window: Vec2, safe_area_top: f32, safe_area_bottom: f32) -
|
||||
// (window.y - HUD_BAND_HEIGHT) = w * (0.5 + (1 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT)
|
||||
let fan_factor = 1.0 + (MAX_TABLEAU_CARDS - 1.0) * TABLEAU_FAN_FRAC;
|
||||
let height_denom = 0.5 + (1.0 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT;
|
||||
let card_width_height_based = (window.y - safe_area_top - safe_area_bottom - HUD_BAND_HEIGHT).max(0.0) / height_denom;
|
||||
let card_width_height_based = (window.y - safe_area_top - safe_area_bottom - band_h).max(0.0) / height_denom;
|
||||
|
||||
let card_width = card_width_width_based.min(card_width_height_based);
|
||||
let card_height = card_width * CARD_ASPECT;
|
||||
@@ -189,7 +190,7 @@ pub fn compute_layout(window: Vec2, safe_area_top: f32, safe_area_bottom: f32) -
|
||||
};
|
||||
|
||||
let vertical_gap = card_height * VERTICAL_GAP_FRAC;
|
||||
let top_y = window.y / 2.0 - safe_area_top - HUD_BAND_HEIGHT - h_gap - card_height / 2.0;
|
||||
let top_y = window.y / 2.0 - safe_area_top - band_h - h_gap - card_height / 2.0;
|
||||
let tableau_y = top_y - card_height - vertical_gap;
|
||||
|
||||
let mut pile_positions: HashMap<PileType, Vec2> = HashMap::with_capacity(13);
|
||||
@@ -270,15 +271,15 @@ mod tests {
|
||||
|
||||
#[test]
|
||||
fn layout_has_all_thirteen_piles() {
|
||||
assert_all_piles_present(&compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0));
|
||||
assert_all_piles_present(&compute_layout(Vec2::new(800.0, 600.0), 0.0, 0.0));
|
||||
assert_all_piles_present(&compute_layout(Vec2::new(1920.0, 1080.0), 0.0, 0.0));
|
||||
assert_all_piles_present(&compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true));
|
||||
assert_all_piles_present(&compute_layout(Vec2::new(800.0, 600.0), 0.0, 0.0, true));
|
||||
assert_all_piles_present(&compute_layout(Vec2::new(1920.0, 1080.0), 0.0, 0.0, true));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn card_size_scales_with_window_width() {
|
||||
let small = compute_layout(Vec2::new(800.0, 600.0), 0.0, 0.0);
|
||||
let large = compute_layout(Vec2::new(1920.0, 1080.0), 0.0, 0.0);
|
||||
let small = compute_layout(Vec2::new(800.0, 600.0), 0.0, 0.0, true);
|
||||
let large = compute_layout(Vec2::new(1920.0, 1080.0), 0.0, 0.0, true);
|
||||
assert!(large.card_size.x > small.card_size.x);
|
||||
assert!(
|
||||
(large.card_size.y / large.card_size.x - CARD_ASPECT).abs() < 1e-5,
|
||||
@@ -289,9 +290,9 @@ mod tests {
|
||||
#[test]
|
||||
fn layout_below_minimum_clamps_to_minimum() {
|
||||
// 200×200 sits below the floor on both axes, so the clamp pulls each
|
||||
// axis up to MIN_WINDOW and the layout matches compute_layout(MIN_WINDOW, 0.0, 0.0).
|
||||
let below = compute_layout(Vec2::new(200.0, 200.0), 0.0, 0.0);
|
||||
let at_min = compute_layout(MIN_WINDOW, 0.0, 0.0);
|
||||
// axis up to MIN_WINDOW and the layout matches compute_layout(MIN_WINDOW, 0.0, 0.0, true).
|
||||
let below = compute_layout(Vec2::new(200.0, 200.0), 0.0, 0.0, true);
|
||||
let at_min = compute_layout(MIN_WINDOW, 0.0, 0.0, true);
|
||||
assert_eq!(below.card_size, at_min.card_size);
|
||||
}
|
||||
|
||||
@@ -302,7 +303,7 @@ mod tests {
|
||||
#[test]
|
||||
fn phone_portrait_layout_fits_horizontally() {
|
||||
let window = Vec2::new(360.0, 800.0);
|
||||
let layout = compute_layout(window, 0.0, 0.0);
|
||||
let layout = compute_layout(window, 0.0, 0.0, true);
|
||||
let half_w = window.x / 2.0;
|
||||
let half_card = layout.card_size.x / 2.0;
|
||||
for (pile, pos) in &layout.pile_positions {
|
||||
@@ -323,7 +324,7 @@ mod tests {
|
||||
|
||||
#[test]
|
||||
fn tableau_columns_are_sorted_left_to_right() {
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
|
||||
for i in 0..6 {
|
||||
let lhs = layout.pile_positions[&PileType::Tableau(i)].x;
|
||||
let rhs = layout.pile_positions[&PileType::Tableau(i + 1)].x;
|
||||
@@ -333,7 +334,7 @@ mod tests {
|
||||
|
||||
#[test]
|
||||
fn top_row_is_above_tableau_row() {
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
|
||||
let stock_y = layout.pile_positions[&PileType::Stock].y;
|
||||
let tableau_y = layout.pile_positions[&PileType::Tableau(0)].y;
|
||||
assert!(stock_y > tableau_y);
|
||||
@@ -346,7 +347,7 @@ mod tests {
|
||||
#[test]
|
||||
fn top_row_clears_hud_band() {
|
||||
let window = Vec2::new(1280.0, 800.0);
|
||||
let layout = compute_layout(window, 0.0, 0.0);
|
||||
let layout = compute_layout(window, 0.0, 0.0, true);
|
||||
let stock_y = layout.pile_positions[&PileType::Stock].y;
|
||||
let card_top = stock_y + layout.card_size.y / 2.0;
|
||||
let band_bottom = window.y / 2.0 - HUD_BAND_HEIGHT;
|
||||
@@ -358,7 +359,7 @@ mod tests {
|
||||
|
||||
#[test]
|
||||
fn stock_aligns_with_tableau_col_0_and_waste_with_col_1() {
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
|
||||
let stock_x = layout.pile_positions[&PileType::Stock].x;
|
||||
let waste_x = layout.pile_positions[&PileType::Waste].x;
|
||||
let t0_x = layout.pile_positions[&PileType::Tableau(0)].x;
|
||||
@@ -369,7 +370,7 @@ mod tests {
|
||||
|
||||
#[test]
|
||||
fn foundations_align_with_tableau_cols_3_to_6() {
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
|
||||
for slot in 0..4_u8 {
|
||||
let f_x = layout.pile_positions[&PileType::Foundation(slot)].x;
|
||||
let t_x = layout.pile_positions[&PileType::Tableau(3 + slot as usize)].x;
|
||||
@@ -388,7 +389,7 @@ mod tests {
|
||||
// keep a worst-case 13-card column inside the window. (Most desktop
|
||||
// monitors fall into this regime — e.g. 1280x800, 1920x1080.)
|
||||
let window = Vec2::new(2560.0, 1080.0);
|
||||
let layout = compute_layout(window, 0.0, 0.0);
|
||||
let layout = compute_layout(window, 0.0, 0.0, true);
|
||||
let width_based = window.x / 9.0;
|
||||
assert!(
|
||||
layout.card_size.x < width_based,
|
||||
@@ -404,7 +405,7 @@ mod tests {
|
||||
// the bottleneck and card_width matches the legacy window.x / 9
|
||||
// derivation exactly.
|
||||
let window = Vec2::new(900.0, 1600.0);
|
||||
let layout = compute_layout(window, 0.0, 0.0);
|
||||
let layout = compute_layout(window, 0.0, 0.0, true);
|
||||
let width_based = window.x / 9.0;
|
||||
assert!(
|
||||
(layout.card_size.x - width_based).abs() < 1e-3,
|
||||
@@ -418,7 +419,7 @@ mod tests {
|
||||
fn worst_case_tableau_fits_vertically_on_default_resolution() {
|
||||
// Default app resolution (see solitaire_app/src/main.rs).
|
||||
let window = Vec2::new(1280.0, 800.0);
|
||||
let layout = compute_layout(window, 0.0, 0.0);
|
||||
let layout = compute_layout(window, 0.0, 0.0, true);
|
||||
let tableau_y = layout.pile_positions[&PileType::Tableau(6)].y;
|
||||
let card_h = layout.card_size.y;
|
||||
// Bottom edge of the 13th fanned face-up card.
|
||||
@@ -437,7 +438,7 @@ mod tests {
|
||||
fn worst_case_tableau_fits_vertically_on_full_hd() {
|
||||
// The bug originally reproduced at 1920x1080. Lock in a regression test.
|
||||
let window = Vec2::new(1920.0, 1080.0);
|
||||
let layout = compute_layout(window, 0.0, 0.0);
|
||||
let layout = compute_layout(window, 0.0, 0.0, true);
|
||||
let tableau_y = layout.pile_positions[&PileType::Tableau(6)].y;
|
||||
let card_h = layout.card_size.y;
|
||||
let bottom_edge = tableau_y - 12.0 * card_h * TABLEAU_FAN_FRAC - card_h / 2.0;
|
||||
@@ -453,8 +454,8 @@ mod tests {
|
||||
/// the desktop minimum so the tableau fills the available vertical space.
|
||||
#[test]
|
||||
fn portrait_phone_expands_tableau_fan_frac() {
|
||||
let desktop = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
|
||||
let phone = compute_layout(Vec2::new(360.0, 800.0), 0.0, 0.0);
|
||||
let desktop = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
|
||||
let phone = compute_layout(Vec2::new(360.0, 800.0), 0.0, 0.0, true);
|
||||
assert!(
|
||||
phone.tableau_fan_frac > desktop.tableau_fan_frac,
|
||||
"portrait phone fan_frac ({:.3}) should exceed desktop ({:.3})",
|
||||
@@ -468,7 +469,7 @@ mod tests {
|
||||
#[test]
|
||||
fn expanded_fan_fits_phone_viewport() {
|
||||
let window = Vec2::new(360.0, 800.0);
|
||||
let layout = compute_layout(window, 0.0, 0.0);
|
||||
let layout = compute_layout(window, 0.0, 0.0, true);
|
||||
let tableau_y = layout.pile_positions[&PileType::Tableau(0)].y;
|
||||
let card_h = layout.card_size.y;
|
||||
let h_gap = layout.card_size.x / 4.0;
|
||||
@@ -485,7 +486,7 @@ mod tests {
|
||||
/// existing worst-case-fits-vertically invariant is preserved.
|
||||
#[test]
|
||||
fn desktop_tableau_fan_frac_is_minimum() {
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
|
||||
assert!(
|
||||
(layout.tableau_fan_frac - TABLEAU_FAN_FRAC).abs() < 1e-3,
|
||||
"desktop fan_frac should stay at minimum {TABLEAU_FAN_FRAC}, got {:.4}",
|
||||
@@ -500,7 +501,7 @@ mod tests {
|
||||
Vec2::new(1280.0, 800.0),
|
||||
Vec2::new(1920.0, 1080.0),
|
||||
] {
|
||||
let layout = compute_layout(window, 0.0, 0.0);
|
||||
let layout = compute_layout(window, 0.0, 0.0, true);
|
||||
let half_w = window.x / 2.0;
|
||||
let half_card = layout.card_size.x / 2.0;
|
||||
for (pile, pos) in &layout.pile_positions {
|
||||
@@ -526,8 +527,8 @@ mod tests {
|
||||
#[test]
|
||||
fn safe_area_top_shifts_top_row_downward() {
|
||||
let window = Vec2::new(360.0, 800.0);
|
||||
let without = compute_layout(window, 0.0, 0.0);
|
||||
let with_inset = compute_layout(window, 32.0, 0.0);
|
||||
let without = compute_layout(window, 0.0, 0.0, true);
|
||||
let with_inset = compute_layout(window, 32.0, 0.0, true);
|
||||
let stock_no_inset = without.pile_positions[&PileType::Stock].y;
|
||||
let stock_with_inset = with_inset.pile_positions[&PileType::Stock].y;
|
||||
assert!(
|
||||
@@ -548,8 +549,8 @@ mod tests {
|
||||
#[test]
|
||||
fn safe_area_top_does_not_affect_horizontal_layout() {
|
||||
let window = Vec2::new(360.0, 800.0);
|
||||
let without = compute_layout(window, 0.0, 0.0);
|
||||
let with_inset = compute_layout(window, 32.0, 0.0);
|
||||
let without = compute_layout(window, 0.0, 0.0, true);
|
||||
let with_inset = compute_layout(window, 32.0, 0.0, true);
|
||||
for pile in [
|
||||
PileType::Stock,
|
||||
PileType::Waste,
|
||||
@@ -568,8 +569,8 @@ mod tests {
|
||||
#[test]
|
||||
fn safe_area_bottom_reduces_tableau_fan() {
|
||||
let window = Vec2::new(360.0, 800.0);
|
||||
let without = compute_layout(window, 0.0, 0.0);
|
||||
let with_inset = compute_layout(window, 0.0, 48.0);
|
||||
let without = compute_layout(window, 0.0, 0.0, true);
|
||||
let with_inset = compute_layout(window, 0.0, 48.0, true);
|
||||
assert!(
|
||||
with_inset.tableau_fan_frac <= without.tableau_fan_frac,
|
||||
"safe_area_bottom=48 must not increase tableau_fan_frac: {:.4} → {:.4}",
|
||||
@@ -591,8 +592,8 @@ mod tests {
|
||||
#[test]
|
||||
fn safe_area_bottom_does_not_affect_horizontal_layout() {
|
||||
let window = Vec2::new(360.0, 800.0);
|
||||
let without = compute_layout(window, 0.0, 0.0);
|
||||
let with_inset = compute_layout(window, 0.0, 48.0);
|
||||
let without = compute_layout(window, 0.0, 0.0, true);
|
||||
let with_inset = compute_layout(window, 0.0, 48.0, true);
|
||||
for pile in [PileType::Stock, PileType::Tableau(0), PileType::Tableau(6)] {
|
||||
assert!(
|
||||
(without.pile_positions[&pile].x - with_inset.pile_positions[&pile].x).abs() < 1e-3,
|
||||
|
||||
@@ -113,9 +113,9 @@ pub use game_plugin::{
|
||||
pub use help_plugin::{HelpPlugin, HelpScreen};
|
||||
pub use home_plugin::{HomePlugin, HomeScreen};
|
||||
pub use hud_plugin::{
|
||||
streak_flourish_scale, ActionButton, HelpButton, HudAutoComplete, HudPlugin, MenuButton,
|
||||
MenuOption, MenuPopover, ModeOption, ModesButton, ModesPopover, NewGameButton, PauseButton,
|
||||
StreakFlourish, UndoButton,
|
||||
streak_flourish_scale, ActionButton, HelpButton, HudAutoComplete, HudPlugin, HudVisibility,
|
||||
MenuButton, MenuOption, MenuPopover, ModeOption, ModesButton, ModesPopover, NewGameButton,
|
||||
PauseButton, StreakFlourish, UndoButton,
|
||||
};
|
||||
pub use leaderboard_plugin::{LeaderboardPlugin, LeaderboardResource, LeaderboardScreen};
|
||||
pub use input_plugin::InputPlugin;
|
||||
|
||||
@@ -801,7 +801,7 @@ mod tests {
|
||||
|
||||
fn install_resources(app: &mut App, state: GameState, layout_window: Vec2, cursor: Vec2) {
|
||||
app.insert_resource(GameStateResource(state));
|
||||
app.insert_resource(LayoutResource(compute_layout(layout_window, 0.0, 0.0)));
|
||||
app.insert_resource(LayoutResource(compute_layout(layout_window, 0.0, 0.0, true)));
|
||||
app.world_mut().resource_mut::<RadialCursorOverride>().0 = Some(cursor);
|
||||
}
|
||||
|
||||
@@ -913,7 +913,7 @@ mod tests {
|
||||
fn right_click_press_on_face_up_card_opens_radial() {
|
||||
let mut app = radial_test_app();
|
||||
let layout_window = Vec2::new(1280.0, 800.0);
|
||||
let layout = compute_layout(layout_window, 0.0, 0.0);
|
||||
let layout = compute_layout(layout_window, 0.0, 0.0, true);
|
||||
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
|
||||
|
||||
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
|
||||
@@ -950,7 +950,7 @@ mod tests {
|
||||
fn right_click_release_over_destination_fires_move_request() {
|
||||
let mut app = radial_test_app();
|
||||
let layout_window = Vec2::new(1280.0, 800.0);
|
||||
let layout = compute_layout(layout_window, 0.0, 0.0);
|
||||
let layout = compute_layout(layout_window, 0.0, 0.0, true);
|
||||
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
|
||||
|
||||
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
|
||||
@@ -989,7 +989,7 @@ mod tests {
|
||||
fn right_click_release_outside_any_destination_cancels() {
|
||||
let mut app = radial_test_app();
|
||||
let layout_window = Vec2::new(1280.0, 800.0);
|
||||
let layout = compute_layout(layout_window, 0.0, 0.0);
|
||||
let layout = compute_layout(layout_window, 0.0, 0.0, true);
|
||||
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
|
||||
|
||||
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
|
||||
@@ -1016,7 +1016,7 @@ mod tests {
|
||||
fn escape_cancels_active_radial() {
|
||||
let mut app = radial_test_app();
|
||||
let layout_window = Vec2::new(1280.0, 800.0);
|
||||
let layout = compute_layout(layout_window, 0.0, 0.0);
|
||||
let layout = compute_layout(layout_window, 0.0, 0.0, true);
|
||||
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
|
||||
|
||||
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
|
||||
@@ -1039,7 +1039,7 @@ mod tests {
|
||||
fn right_click_on_face_down_card_does_not_open_radial() {
|
||||
let mut app = radial_test_app();
|
||||
let layout_window = Vec2::new(1280.0, 800.0);
|
||||
let layout = compute_layout(layout_window, 0.0, 0.0);
|
||||
let layout = compute_layout(layout_window, 0.0, 0.0, true);
|
||||
let king_pos = layout.pile_positions[&PileType::Tableau(0)];
|
||||
|
||||
install_resources(&mut app, face_down_only_state(), layout_window, king_pos);
|
||||
|
||||
@@ -10,6 +10,7 @@ use solitaire_core::card::Suit;
|
||||
use solitaire_core::pile::PileType;
|
||||
|
||||
use crate::events::{HintVisualEvent, StateChangedEvent};
|
||||
use crate::hud_plugin::HudVisibility;
|
||||
use crate::layout::{compute_layout, Layout, LayoutResource, LayoutSystem};
|
||||
use crate::safe_area::SafeAreaInsets;
|
||||
use crate::resources::GameStateResource;
|
||||
@@ -149,6 +150,7 @@ fn setup_table(
|
||||
settings: Option<Res<SettingsResource>>,
|
||||
bg_images: Option<Res<BackgroundImageSet>>,
|
||||
safe_area: Option<Res<SafeAreaInsets>>,
|
||||
hud_vis: Option<Res<HudVisibility>>,
|
||||
) {
|
||||
// Only spawn a camera if one does not already exist (e.g. a parent app
|
||||
// may have added one in tests). Use the felt-green clear colour so the
|
||||
@@ -179,7 +181,8 @@ fn setup_table(
|
||||
let insets = safe_area.as_deref().copied().unwrap_or_default();
|
||||
let safe_area_top = insets.top / scale;
|
||||
let safe_area_bottom = insets.bottom / scale;
|
||||
let layout = compute_layout(window_size, safe_area_top, safe_area_bottom);
|
||||
let hud_visible = hud_vis.as_deref().copied().unwrap_or_default() == HudVisibility::Visible;
|
||||
let layout = compute_layout(window_size, safe_area_top, safe_area_bottom, hud_visible);
|
||||
|
||||
let selected_bg = settings.as_ref().map_or(0, |s| s.0.selected_background);
|
||||
|
||||
@@ -314,6 +317,7 @@ fn on_window_resized(
|
||||
mut events: MessageReader<WindowResized>,
|
||||
safe_area: Option<Res<SafeAreaInsets>>,
|
||||
windows: Query<&Window>,
|
||||
hud_vis: Option<Res<HudVisibility>>,
|
||||
mut layout_res: Option<ResMut<LayoutResource>>,
|
||||
mut backgrounds: Query<
|
||||
(&mut Sprite, &mut Transform),
|
||||
@@ -329,7 +333,8 @@ fn on_window_resized(
|
||||
let insets = safe_area.as_deref().copied().unwrap_or_default();
|
||||
let safe_area_top = insets.top / scale;
|
||||
let safe_area_bottom = insets.bottom / scale;
|
||||
let new_layout = compute_layout(window_size, safe_area_top, safe_area_bottom);
|
||||
let hud_visible = hud_vis.as_deref().copied().unwrap_or_default() == HudVisibility::Visible;
|
||||
let new_layout = compute_layout(window_size, safe_area_top, safe_area_bottom, hud_visible);
|
||||
|
||||
if let Some(layout_res) = layout_res.as_deref_mut() {
|
||||
layout_res.0 = new_layout.clone();
|
||||
|
||||
Reference in New Issue
Block a user