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:
@@ -146,8 +146,9 @@ pub struct Layout {
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/// - Top row (stock, waste, 4 foundations) aligns with tableau columns
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/// 0, 1, 3, 4, 5, 6 — column 2 is intentionally empty to separate the
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/// waste/stock cluster from the foundations.
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pub fn compute_layout(window: Vec2, safe_area_top: f32, safe_area_bottom: f32) -> Layout {
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pub fn compute_layout(window: Vec2, safe_area_top: f32, safe_area_bottom: f32, hud_visible: bool) -> Layout {
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let window = window.max(MIN_WINDOW);
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let band_h = if hud_visible { HUD_BAND_HEIGHT } else { 0.0 };
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// Width-based candidate (existing behaviour): 7 cards + 8 h_gaps = 9*card_width.
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let card_width_width_based = window.x / 9.0;
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@@ -169,7 +170,7 @@ pub fn compute_layout(window: Vec2, safe_area_top: f32, safe_area_bottom: f32) -
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// (window.y - HUD_BAND_HEIGHT) = w * (0.5 + (1 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT)
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let fan_factor = 1.0 + (MAX_TABLEAU_CARDS - 1.0) * TABLEAU_FAN_FRAC;
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let height_denom = 0.5 + (1.0 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT;
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let card_width_height_based = (window.y - safe_area_top - safe_area_bottom - HUD_BAND_HEIGHT).max(0.0) / height_denom;
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let card_width_height_based = (window.y - safe_area_top - safe_area_bottom - band_h).max(0.0) / height_denom;
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let card_width = card_width_width_based.min(card_width_height_based);
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let card_height = card_width * CARD_ASPECT;
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@@ -189,7 +190,7 @@ pub fn compute_layout(window: Vec2, safe_area_top: f32, safe_area_bottom: f32) -
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};
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let vertical_gap = card_height * VERTICAL_GAP_FRAC;
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let top_y = window.y / 2.0 - safe_area_top - HUD_BAND_HEIGHT - h_gap - card_height / 2.0;
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let top_y = window.y / 2.0 - safe_area_top - band_h - h_gap - card_height / 2.0;
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let tableau_y = top_y - card_height - vertical_gap;
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let mut pile_positions: HashMap<PileType, Vec2> = HashMap::with_capacity(13);
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@@ -270,15 +271,15 @@ mod tests {
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#[test]
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fn layout_has_all_thirteen_piles() {
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assert_all_piles_present(&compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0));
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assert_all_piles_present(&compute_layout(Vec2::new(800.0, 600.0), 0.0, 0.0));
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assert_all_piles_present(&compute_layout(Vec2::new(1920.0, 1080.0), 0.0, 0.0));
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assert_all_piles_present(&compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true));
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assert_all_piles_present(&compute_layout(Vec2::new(800.0, 600.0), 0.0, 0.0, true));
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assert_all_piles_present(&compute_layout(Vec2::new(1920.0, 1080.0), 0.0, 0.0, true));
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}
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#[test]
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fn card_size_scales_with_window_width() {
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let small = compute_layout(Vec2::new(800.0, 600.0), 0.0, 0.0);
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let large = compute_layout(Vec2::new(1920.0, 1080.0), 0.0, 0.0);
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let small = compute_layout(Vec2::new(800.0, 600.0), 0.0, 0.0, true);
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let large = compute_layout(Vec2::new(1920.0, 1080.0), 0.0, 0.0, true);
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assert!(large.card_size.x > small.card_size.x);
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assert!(
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(large.card_size.y / large.card_size.x - CARD_ASPECT).abs() < 1e-5,
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@@ -289,9 +290,9 @@ mod tests {
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#[test]
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fn layout_below_minimum_clamps_to_minimum() {
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// 200×200 sits below the floor on both axes, so the clamp pulls each
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// axis up to MIN_WINDOW and the layout matches compute_layout(MIN_WINDOW, 0.0, 0.0).
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let below = compute_layout(Vec2::new(200.0, 200.0), 0.0, 0.0);
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let at_min = compute_layout(MIN_WINDOW, 0.0, 0.0);
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// axis up to MIN_WINDOW and the layout matches compute_layout(MIN_WINDOW, 0.0, 0.0, true).
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let below = compute_layout(Vec2::new(200.0, 200.0), 0.0, 0.0, true);
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let at_min = compute_layout(MIN_WINDOW, 0.0, 0.0, true);
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assert_eq!(below.card_size, at_min.card_size);
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}
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@@ -302,7 +303,7 @@ mod tests {
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#[test]
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fn phone_portrait_layout_fits_horizontally() {
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let window = Vec2::new(360.0, 800.0);
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let layout = compute_layout(window, 0.0, 0.0);
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let layout = compute_layout(window, 0.0, 0.0, true);
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let half_w = window.x / 2.0;
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let half_card = layout.card_size.x / 2.0;
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for (pile, pos) in &layout.pile_positions {
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@@ -323,7 +324,7 @@ mod tests {
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#[test]
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fn tableau_columns_are_sorted_left_to_right() {
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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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for i in 0..6 {
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let lhs = layout.pile_positions[&PileType::Tableau(i)].x;
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let rhs = layout.pile_positions[&PileType::Tableau(i + 1)].x;
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@@ -333,7 +334,7 @@ mod tests {
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#[test]
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fn top_row_is_above_tableau_row() {
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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 stock_y = layout.pile_positions[&PileType::Stock].y;
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let tableau_y = layout.pile_positions[&PileType::Tableau(0)].y;
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assert!(stock_y > tableau_y);
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@@ -346,7 +347,7 @@ mod tests {
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#[test]
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fn top_row_clears_hud_band() {
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let window = Vec2::new(1280.0, 800.0);
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let layout = compute_layout(window, 0.0, 0.0);
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let layout = compute_layout(window, 0.0, 0.0, true);
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let stock_y = layout.pile_positions[&PileType::Stock].y;
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let card_top = stock_y + layout.card_size.y / 2.0;
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let band_bottom = window.y / 2.0 - HUD_BAND_HEIGHT;
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@@ -358,7 +359,7 @@ mod tests {
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#[test]
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fn stock_aligns_with_tableau_col_0_and_waste_with_col_1() {
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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 stock_x = layout.pile_positions[&PileType::Stock].x;
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let waste_x = layout.pile_positions[&PileType::Waste].x;
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let t0_x = layout.pile_positions[&PileType::Tableau(0)].x;
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@@ -369,7 +370,7 @@ mod tests {
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#[test]
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fn foundations_align_with_tableau_cols_3_to_6() {
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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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for slot in 0..4_u8 {
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let f_x = layout.pile_positions[&PileType::Foundation(slot)].x;
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let t_x = layout.pile_positions[&PileType::Tableau(3 + slot as usize)].x;
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@@ -388,7 +389,7 @@ mod tests {
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// keep a worst-case 13-card column inside the window. (Most desktop
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// monitors fall into this regime — e.g. 1280x800, 1920x1080.)
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let window = Vec2::new(2560.0, 1080.0);
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let layout = compute_layout(window, 0.0, 0.0);
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let layout = compute_layout(window, 0.0, 0.0, true);
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let width_based = window.x / 9.0;
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assert!(
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layout.card_size.x < width_based,
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@@ -404,7 +405,7 @@ mod tests {
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// the bottleneck and card_width matches the legacy window.x / 9
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// derivation exactly.
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let window = Vec2::new(900.0, 1600.0);
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let layout = compute_layout(window, 0.0, 0.0);
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let layout = compute_layout(window, 0.0, 0.0, true);
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let width_based = window.x / 9.0;
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assert!(
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(layout.card_size.x - width_based).abs() < 1e-3,
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@@ -418,7 +419,7 @@ mod tests {
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fn worst_case_tableau_fits_vertically_on_default_resolution() {
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// Default app resolution (see solitaire_app/src/main.rs).
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let window = Vec2::new(1280.0, 800.0);
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let layout = compute_layout(window, 0.0, 0.0);
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let layout = compute_layout(window, 0.0, 0.0, true);
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let tableau_y = layout.pile_positions[&PileType::Tableau(6)].y;
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let card_h = layout.card_size.y;
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// Bottom edge of the 13th fanned face-up card.
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@@ -437,7 +438,7 @@ mod tests {
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fn worst_case_tableau_fits_vertically_on_full_hd() {
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// The bug originally reproduced at 1920x1080. Lock in a regression test.
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let window = Vec2::new(1920.0, 1080.0);
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let layout = compute_layout(window, 0.0, 0.0);
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let layout = compute_layout(window, 0.0, 0.0, true);
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let tableau_y = layout.pile_positions[&PileType::Tableau(6)].y;
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let card_h = layout.card_size.y;
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let bottom_edge = tableau_y - 12.0 * card_h * TABLEAU_FAN_FRAC - card_h / 2.0;
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@@ -453,8 +454,8 @@ mod tests {
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/// the desktop minimum so the tableau fills the available vertical space.
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#[test]
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fn portrait_phone_expands_tableau_fan_frac() {
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let desktop = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
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let phone = compute_layout(Vec2::new(360.0, 800.0), 0.0, 0.0);
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let desktop = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let phone = compute_layout(Vec2::new(360.0, 800.0), 0.0, 0.0, true);
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assert!(
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phone.tableau_fan_frac > desktop.tableau_fan_frac,
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"portrait phone fan_frac ({:.3}) should exceed desktop ({:.3})",
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@@ -468,7 +469,7 @@ mod tests {
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#[test]
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fn expanded_fan_fits_phone_viewport() {
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let window = Vec2::new(360.0, 800.0);
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let layout = compute_layout(window, 0.0, 0.0);
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let layout = compute_layout(window, 0.0, 0.0, true);
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let tableau_y = layout.pile_positions[&PileType::Tableau(0)].y;
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let card_h = layout.card_size.y;
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let h_gap = layout.card_size.x / 4.0;
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@@ -485,7 +486,7 @@ mod tests {
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/// existing worst-case-fits-vertically invariant is preserved.
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#[test]
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fn desktop_tableau_fan_frac_is_minimum() {
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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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assert!(
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(layout.tableau_fan_frac - TABLEAU_FAN_FRAC).abs() < 1e-3,
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"desktop fan_frac should stay at minimum {TABLEAU_FAN_FRAC}, got {:.4}",
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@@ -500,7 +501,7 @@ mod tests {
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Vec2::new(1280.0, 800.0),
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Vec2::new(1920.0, 1080.0),
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] {
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let layout = compute_layout(window, 0.0, 0.0);
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let layout = compute_layout(window, 0.0, 0.0, true);
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let half_w = window.x / 2.0;
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let half_card = layout.card_size.x / 2.0;
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for (pile, pos) in &layout.pile_positions {
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@@ -526,8 +527,8 @@ mod tests {
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#[test]
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fn safe_area_top_shifts_top_row_downward() {
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let window = Vec2::new(360.0, 800.0);
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let without = compute_layout(window, 0.0, 0.0);
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let with_inset = compute_layout(window, 32.0, 0.0);
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let without = compute_layout(window, 0.0, 0.0, true);
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let with_inset = compute_layout(window, 32.0, 0.0, true);
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let stock_no_inset = without.pile_positions[&PileType::Stock].y;
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let stock_with_inset = with_inset.pile_positions[&PileType::Stock].y;
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assert!(
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@@ -548,8 +549,8 @@ mod tests {
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#[test]
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fn safe_area_top_does_not_affect_horizontal_layout() {
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let window = Vec2::new(360.0, 800.0);
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let without = compute_layout(window, 0.0, 0.0);
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let with_inset = compute_layout(window, 32.0, 0.0);
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let without = compute_layout(window, 0.0, 0.0, true);
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let with_inset = compute_layout(window, 32.0, 0.0, true);
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for pile in [
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PileType::Stock,
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PileType::Waste,
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@@ -568,8 +569,8 @@ mod tests {
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#[test]
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fn safe_area_bottom_reduces_tableau_fan() {
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let window = Vec2::new(360.0, 800.0);
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let without = compute_layout(window, 0.0, 0.0);
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let with_inset = compute_layout(window, 0.0, 48.0);
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let without = compute_layout(window, 0.0, 0.0, true);
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let with_inset = compute_layout(window, 0.0, 48.0, true);
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assert!(
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with_inset.tableau_fan_frac <= without.tableau_fan_frac,
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"safe_area_bottom=48 must not increase tableau_fan_frac: {:.4} → {:.4}",
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@@ -591,8 +592,8 @@ mod tests {
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#[test]
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fn safe_area_bottom_does_not_affect_horizontal_layout() {
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let window = Vec2::new(360.0, 800.0);
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let without = compute_layout(window, 0.0, 0.0);
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let with_inset = compute_layout(window, 0.0, 48.0);
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let without = compute_layout(window, 0.0, 0.0, true);
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let with_inset = compute_layout(window, 0.0, 48.0, true);
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for pile in [PileType::Stock, PileType::Tableau(0), PileType::Tableau(6)] {
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assert!(
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(without.pile_positions[&pile].x - with_inset.pile_positions[&pile].x).abs() < 1e-3,
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