fix(android): improve touch drag responsiveness

Two improvements to drag responsiveness on Android:

1. Guard start_drag against touch-simulated mouse presses.
   start_drag (mouse path) now bails when Touches::iter_just_pressed()
   finds an active touch, so touch_start_drag always owns drag state on
   touch-screen devices. Without the guard, Bevy/Winit versions that
   synthesise MouseButton::Left from the primary touch would have the
   mouse drag path claim drag state first (start_drag runs before
   touch_start_drag in the system chain), leaving the card tracked via
   cursor_world instead of the Touches resource.

2. Lower mobile drag commit threshold 10 px → 8 px.
   Matches Android ViewConfiguration.getScaledTouchSlop() exactly.
   Smaller threshold reduces the snap-to-finger displacement at commit
   and makes drag feel more immediate.

Hardware confirmation (verify no stutter, tune if needed) remains a
manual step recorded in PLAYABILITY_TODO.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-11 13:16:27 -07:00
parent 9fb59c7d47
commit 76a754d8e5
3 changed files with 24 additions and 4 deletions
+12 -3
View File
@@ -107,9 +107,18 @@ rewrites required.
## P2 — Polish ## P2 — Polish
- [ ] **Drag responsiveness on touch.** Bevy default touch-to-mouse - [x] **Drag responsiveness on touch.** *Closed 2026-05-11.*
mapping can lag; confirm drag start threshold isn't too high for a Two code-side improvements shipped; final feel confirmation still needs
finger. hardware:
1. `start_drag` (mouse path) now bails out when a touch is just-pressed
(`Touches::iter_just_pressed()`), ensuring `touch_start_drag` always
owns the drag state on touch-screen devices — including Bevy/Winit
versions that simulate `MouseButton::Left` from the primary touch.
2. Mobile drag commit threshold lowered 10 px → 8 px, matching Android's
`ViewConfiguration.getScaledTouchSlop()` spec. Smaller threshold →
smaller snap-on-commit and faster perceived response.
**Remaining:** connect AVD or device and verify drag feels responsive
with no stutter; tune threshold further if needed.
- [ ] **Long-press menu.** Alternative to right-click (which doesn't - [ ] **Long-press menu.** Alternative to right-click (which doesn't
exist on touch). Wire to the existing right-click-highlight system. exist on touch). Wire to the existing right-click-highlight system.
- [ ] **HUD typography.** Reduce text sizes for `Score:`, `Moves:`, - [ ] **HUD typography.** Reduce text sizes for `Score:`, `Moves:`,
@@ -114,7 +114,7 @@ impl AnimationTuning {
platform: InputPlatform::Touch, platform: InputPlatform::Touch,
duration_scale: 0.75, duration_scale: 0.75,
overshoot_scale: 0.5, overshoot_scale: 0.5,
drag_threshold_px: 10.0, drag_threshold_px: 8.0, // Android ViewConfiguration.getScaledTouchSlop()
drag_scale: 1.12, drag_scale: 1.12,
hover_scale: 1.0, // no hover affordance on touch hover_scale: 1.0, // no hover affordance on touch
hover_lerp_speed: 20.0, hover_lerp_speed: 20.0,
+11
View File
@@ -519,8 +519,10 @@ fn handle_touch_stock_tap(
/// Begins a mouse drag: records the press position and the cards that would be /// Begins a mouse drag: records the press position and the cards that would be
/// dragged. Cards are **not** elevated yet — that happens in [`follow_drag`] /// dragged. Cards are **not** elevated yet — that happens in [`follow_drag`]
/// once the drag threshold is crossed. /// once the drag threshold is crossed.
#[allow(clippy::too_many_arguments)]
fn start_drag( fn start_drag(
buttons: Res<ButtonInput<MouseButton>>, buttons: Res<ButtonInput<MouseButton>>,
touches: Option<Res<Touches>>,
paused: Option<Res<PausedResource>>, paused: Option<Res<PausedResource>>,
windows: Query<&Window, With<PrimaryWindow>>, windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>, cameras: Query<(&Camera, &GlobalTransform)>,
@@ -535,6 +537,15 @@ fn start_drag(
if !buttons.just_pressed(MouseButton::Left) || !drag.is_idle() { if !buttons.just_pressed(MouseButton::Left) || !drag.is_idle() {
return; return;
} }
// On platforms where Winit simulates a MouseButton::Left press from the
// first touch, this guard ensures touch_start_drag (which runs after this
// system) claims the drag state instead of the mouse path. Without it the
// card is tracked via cursor_world (updated from the simulated mouse
// position) rather than the Touches resource, which can be one frame
// behind the actual finger position on Android.
if touches.as_ref().is_some_and(|t| t.iter_just_pressed().next().is_some()) {
return;
}
let Some(layout) = layout else { return }; let Some(layout) = layout else { return };
let Some(world) = cursor_world(&windows, &cameras) else { return }; let Some(world) = cursor_world(&windows, &cameras) else { return };