feat(engine): Android UX sweep — tap-to-move, safe area, HUD polish
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Single-tap auto-move (input_plugin):
- Remove 0.5 s double-tap window; any uncommitted TouchPhase::Ended on
  a face-up card now fires MoveRequestEvent immediately.

Bottom safe-area inset (layout, table_plugin):
- compute_layout gains safe_area_bottom param; height budget and bottom
  margin both respect the navigation bar reservation.

Card back contrast (card_plugin):
- CardBackFrame child sprite (gray, card_size + 3 px, local z=-0.01)
  spawned behind every face-down card so the dark back_0.png reads as
  a distinct rectangle against the dark felt.

HUD action bar compactness (hud_plugin):
- max_width 50% → 65% on the action button row; 6 buttons now wrap to
  2 rows instead of 3 on a 360 dp phone.

Dynamic tableau fan fraction (layout, card_plugin):
- Layout gains available_tableau_height field.
- update_tableau_fan_frac system (after GameMutation, before
  sync_cards_on_change) grows face-up fan from 0.25 to the window max
  as revealed column depth increases. Face-down fan is left at the
  window-adaptive value so stacks stay visible.

ModesPopover + MenuPopover light-dismiss (hud_plugin):
- Fullscreen transparent Button backdrop spawned at Z_HUD+4 behind each
  popover; tapping outside the panel despawns both panel and backdrop.

Stock badge legibility (card_plugin):
- Badge font TYPE_CAPTION (11 pt) → TYPE_BODY (14 pt); background
  sprite 28×16 → 34×20 world units.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-11 19:37:46 -07:00
parent 002d96f2c8
commit 4398403418
7 changed files with 383 additions and 174 deletions
+104 -9
View File
@@ -276,6 +276,16 @@ pub struct MenuButton;
#[derive(Component, Debug)]
pub struct MenuPopover;
/// Fullscreen transparent backdrop spawned behind the [`MenuPopover`].
/// Pressing it (tap anywhere outside the popover) light-dismisses the menu.
#[derive(Component, Debug)]
struct MenuPopoverBackdrop;
/// Fullscreen transparent backdrop spawned behind the [`ModesPopover`].
/// Pressing it (tap anywhere outside the popover) light-dismisses it.
#[derive(Component, Debug)]
struct ModesPopoverBackdrop;
/// One row inside the [`MenuPopover`]. The variant selects which
/// `Toggle*RequestEvent` the click handler fires.
#[derive(Component, Debug, Clone, Copy)]
@@ -359,8 +369,10 @@ impl Plugin for HudPlugin {
handle_help_button,
handle_modes_button,
handle_mode_option_click,
handle_modes_backdrop_click,
handle_menu_button,
handle_menu_option_click,
handle_menu_backdrop_click,
paint_action_buttons,
),
)
@@ -627,13 +639,11 @@ fn spawn_action_buttons(
top: Val::Px(SPACE_2 + top_inset),
flex_direction: FlexDirection::Row,
// 6 buttons total ~510 px wide; on a desktop window
// (typically >= 1280 px) `max_width: 50%` is >= 640 px
// and the row stays a single line. On a 360 dp phone
// 50% is 180 px and the row wraps to two-three lines —
// which keeps the buttons out of the left HUD column's
// horizontal range and prevents the off-screen-left
// clipping seen in the v0.22.3 hardware screenshot.
max_width: Val::Percent(50.0),
// (typically >= 1280 px) `max_width: 65%` is >= 832 px
// and the row stays a single line. On a 411 dp phone
// 65% is 267 px; the 6 buttons wrap to 2 lines instead
// of 3, reclaiming one row of vertical HUD space.
max_width: Val::Percent(65.0),
flex_wrap: FlexWrap::Wrap,
// When the row wraps, buttons pack to the *end* of each
// line so the row stays visually right-aligned (matches
@@ -853,6 +863,7 @@ fn handle_help_button(
fn handle_modes_button(
interaction_query: Query<&Interaction, (With<ModesButton>, Changed<Interaction>)>,
popovers: Query<Entity, With<ModesPopover>>,
backdrops: Query<Entity, With<ModesPopoverBackdrop>>,
progress: Option<Res<ProgressResource>>,
daily: Option<Res<DailyChallengeResource>>,
font_res: Option<Res<FontResource>>,
@@ -866,6 +877,9 @@ fn handle_modes_button(
}
if let Ok(entity) = popovers.single() {
commands.entity(entity).despawn();
for e in &backdrops {
commands.entity(e).despawn();
}
} else {
spawn_modes_popover(
&mut commands,
@@ -966,6 +980,23 @@ fn spawn_modes_popover(
});
}
});
// Fullscreen transparent backdrop at Z_HUD+4 (below the popover at
// Z_HUD+5) so tapping outside the panel light-dismisses it.
commands.spawn((
ModesPopoverBackdrop,
Button,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
top: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
BackgroundColor(Color::NONE),
ZIndex(Z_HUD + 4),
));
}
/// Dispatches the click on a popover row to the matching request event,
@@ -979,6 +1010,7 @@ fn spawn_modes_popover(
fn handle_mode_option_click(
interaction_query: Query<(&Interaction, &ModeOption), Changed<Interaction>>,
popovers: Query<Entity, With<ModesPopover>>,
backdrops: Query<Entity, With<ModesPopoverBackdrop>>,
mut new_game: MessageWriter<NewGameRequestEvent>,
mut zen: MessageWriter<StartZenRequestEvent>,
mut challenge: MessageWriter<StartChallengeRequestEvent>,
@@ -1011,9 +1043,13 @@ fn handle_mode_option_click(
}
}
if clicked_any
&& let Ok(entity) = popovers.single() {
commands.entity(entity).despawn();
&& let Ok(entity) = popovers.single()
{
commands.entity(entity).despawn();
for e in &backdrops {
commands.entity(e).despawn();
}
}
}
/// Toggles the [`MenuPopover`]: spawns it on first click, despawns it on
@@ -1022,6 +1058,7 @@ fn handle_mode_option_click(
fn handle_menu_button(
interaction_query: Query<&Interaction, (With<MenuButton>, Changed<Interaction>)>,
popovers: Query<Entity, With<MenuPopover>>,
backdrops: Query<Entity, With<MenuPopoverBackdrop>>,
font_res: Option<Res<FontResource>>,
mut commands: Commands,
) {
@@ -1033,6 +1070,9 @@ fn handle_menu_button(
}
if let Ok(entity) = popovers.single() {
commands.entity(entity).despawn();
for e in &backdrops {
commands.entity(e).despawn();
}
} else {
spawn_menu_popover(&mut commands, font_res.as_deref());
}
@@ -1120,6 +1160,23 @@ fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&FontResource>)
});
}
});
// Transparent fullscreen backdrop behind the popover — tapping anywhere
// outside the panel light-dismisses it via handle_menu_backdrop_click.
commands.spawn((
MenuPopoverBackdrop,
Button,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
top: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
BackgroundColor(Color::NONE),
ZIndex(Z_HUD + 4),
));
}
/// Dispatches the click on a menu row to the matching toggle event,
@@ -1128,6 +1185,7 @@ fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&FontResource>)
fn handle_menu_option_click(
interaction_query: Query<(&Interaction, &MenuOption), Changed<Interaction>>,
popovers: Query<Entity, With<MenuPopover>>,
backdrops: Query<Entity, With<MenuPopoverBackdrop>>,
mut stats: MessageWriter<ToggleStatsRequestEvent>,
mut achievements: MessageWriter<ToggleAchievementsRequestEvent>,
mut profile: MessageWriter<ToggleProfileRequestEvent>,
@@ -1162,9 +1220,46 @@ fn handle_menu_option_click(
if clicked_any
&& let Ok(entity) = popovers.single() {
commands.entity(entity).despawn();
for e in &backdrops {
commands.entity(e).despawn();
}
}
}
/// Despawns the [`ModesPopover`] and its backdrop when the player taps
/// anywhere outside the panel.
fn handle_modes_backdrop_click(
interaction_query: Query<&Interaction, (With<ModesPopoverBackdrop>, Changed<Interaction>)>,
popovers: Query<Entity, With<ModesPopover>>,
backdrops: Query<Entity, With<ModesPopoverBackdrop>>,
mut commands: Commands,
) {
let pressed = interaction_query.iter().any(|i| *i == Interaction::Pressed);
if !pressed {
return;
}
for e in popovers.iter().chain(backdrops.iter()) {
commands.entity(e).despawn();
}
}
/// Despawns the [`MenuPopover`] and its backdrop when the player taps
/// anywhere outside the panel (i.e. the transparent backdrop is pressed).
fn handle_menu_backdrop_click(
interaction_query: Query<&Interaction, (With<MenuPopoverBackdrop>, Changed<Interaction>)>,
popovers: Query<Entity, With<MenuPopover>>,
backdrops: Query<Entity, With<MenuPopoverBackdrop>>,
mut commands: Commands,
) {
let pressed = interaction_query.iter().any(|i| *i == Interaction::Pressed);
if !pressed {
return;
}
for e in popovers.iter().chain(backdrops.iter()) {
commands.entity(e).despawn();
}
}
/// Auto-fade state for the action button bar. The bar fades out when
/// the cursor is in the play area (below the HUD band) and back in when
/// the cursor approaches the top of the window — same UX as a video