fix(engine): Android HUD QA — glyph, avatar, toggle, modal-dismiss safety

Bug A: Replace U+21C4 (tofu on FiraMono) with plain ASCII "M" on the
Modes action button.

Bug B: HudAvatar disc was invisible against BG_HUD_BAND (same dark
grey). Switch background to ACCENT_PRIMARY and text to TEXT_PRIMARY so
the disc is clearly visible.

Bug C/D: toggle_hud_on_tap improvements:
- Drain buffered TouchInput events in the early-return path (scrim
  present or paused) so the modal-dismiss frame does not replay the
  button tap's Started+Ended pair as a spurious toggle.
- Stop clearing start_pos on TouchPhase::Moved — Android fires Moved
  even for clean taps (jitter), and the distance check at Ended already
  rejects real drags via drag.is_idle(). Clearing it silently swallowed
  toggle attempts on physical devices.
- Increase HUD_TAP_SLOP_PX from 15 → 25 for better tap recognition.

Also reduces Android HUD_BAND_HEIGHT from 128 → 80 px now that action
buttons live in the bottom bar rather than the top band.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-15 15:42:46 -07:00
parent ea28121675
commit 9b00af29d9
4 changed files with 267 additions and 68 deletions
+10 -14
View File
@@ -339,8 +339,8 @@ fn add_card_shadow_child(parent: &mut ChildSpawnerCommands, card_size: Vec2) {
));
}
/// Spawns a `CardBackFrame` child behind a face-down card entity so the dark
/// back PNG has a visible perimeter against the dark felt.
/// Spawns a `CardBackFrame` child behind a card entity to give every card a
/// thin perimeter against the dark felt, regardless of face state.
fn add_card_back_frame_child(parent: &mut ChildSpawnerCommands, card_size: Vec2) {
parent.spawn((
CardBackFrame,
@@ -754,13 +754,11 @@ fn spawn_card_entity(
entity.with_children(|b| {
add_card_shadow_child(b, layout.card_size);
});
// Face-down cards get a thin contrasting border frame so the dark back
// PNG reads as a distinct rectangle against the dark felt.
if !card.face_up {
entity.with_children(|b| {
add_card_back_frame_child(b, layout.card_size);
});
}
// Every card gets a thin border frame so it reads as a distinct
// rectangle against the dark felt, regardless of face state.
entity.with_children(|b| {
add_card_back_frame_child(b, layout.card_size);
});
// When PNG faces are loaded the rank/suit are baked into the image.
// Only spawn the Text2d overlay in the solid-colour fallback (tests).
if card_images.is_none() {
@@ -836,11 +834,9 @@ fn update_card_entity(
commands.entity(entity).with_children(|b| {
add_card_shadow_child(b, layout.card_size);
});
if !card.face_up {
commands.entity(entity).with_children(|b| {
add_card_back_frame_child(b, layout.card_size);
});
}
commands.entity(entity).with_children(|b| {
add_card_back_frame_child(b, layout.card_size);
});
if card_images.is_none() {
commands.entity(entity).with_children(|b| {
b.spawn((
+221 -47
View File
@@ -13,12 +13,14 @@ use solitaire_core::game_state::{DrawMode, GameMode};
use solitaire_core::pile::PileType;
use crate::auto_complete_plugin::AutoCompleteState;
use crate::avatar_plugin::AvatarResource;
use solitaire_data::SyncBackend;
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::daily_challenge_plugin::DailyChallengeResource;
use crate::progress_plugin::ProgressResource;
use crate::settings_plugin::SettingsResource;
use crate::layout::HUD_BAND_HEIGHT;
use crate::safe_area::{SafeAreaAnchoredTop, SafeAreaInsets};
use crate::safe_area::{SafeAreaAnchoredBottom, SafeAreaAnchoredTop, SafeAreaInsets};
use crate::ui_theme::SPACE_2;
use crate::ui_theme::{
scaled_duration, ACCENT_PRIMARY, ACCENT_SECONDARY, BG_ELEVATED, BG_ELEVATED_HI,
@@ -138,6 +140,13 @@ pub struct HudColumn;
#[derive(Component, Debug)]
pub struct HudActionBar;
/// Marker on the circular profile-picture button anchored to the
/// top-right of the HUD band. Pressing it opens the Profile overlay.
/// Shows the server avatar image when loaded; falls back to the player's
/// initial on a filled disc when no image is available.
#[derive(Component, Debug)]
pub struct HudAvatar;
/// Controls whether the in-game HUD (band, score column, action buttons) is
/// visible. Toggled on Android by tapping empty board space; always `Visible`
/// on desktop. Resets to `Visible` whenever a modal opens.
@@ -152,10 +161,13 @@ pub enum HudVisibility {
#[derive(Resource, Debug, Default)]
struct HudTapTracker {
start_pos: Option<bevy::math::Vec2>,
/// Set `true` when the finger-down hit an action button so the
/// finger-up never toggles bar visibility.
started_on_button: bool,
}
#[cfg(target_os = "android")]
const HUD_TAP_SLOP_PX: f32 = 15.0;
const HUD_TAP_SLOP_PX: f32 = 25.0;
/// Drives the score-readout pulse: scales the [`HudScore`] text from
/// 1.0 → 1.1 → 1.0 over [`MOTION_SCORE_PULSE_SECS`] (scaled by
@@ -395,13 +407,14 @@ impl Plugin for HudPlugin {
// WindowResized is registered by table_plugin; re-register
// defensively so the HUD plugin works standalone in tests.
.add_message::<WindowResized>()
.add_systems(Startup, (spawn_hud_band, spawn_hud, spawn_action_buttons))
.add_systems(Startup, (spawn_hud_band, spawn_hud, spawn_action_buttons, spawn_hud_avatar))
.add_systems(Update, update_hud.after(GameMutation))
.add_systems(
Update,
apply_hud_visibility.before(LayoutSystem::UpdateOnResize),
)
.add_systems(Update, restore_hud_on_modal)
.add_systems(Update, (update_hud_avatar, handle_avatar_button))
.add_systems(Update, update_won_previously.after(GameMutation))
.add_systems(Update, announce_auto_complete.after(GameMutation))
.add_systems(Update, update_selection_hud)
@@ -446,7 +459,12 @@ impl Plugin for HudPlugin {
// Otherwise on a hover-state change (`Changed<Interaction>`),
// `paint_action_buttons` would clobber the alpha back to 1.0
// mid-fade and produce a visible blip.
.add_systems(Last, (update_action_fade, apply_action_fade).chain());
;
// Desktop-only: cursor-proximity fade. On Android the bar
// visibility is toggled explicitly; cursor_position() returning
// Some(touch_pos) during a tap would otherwise fade the bar out.
#[cfg(not(target_os = "android"))]
app.add_systems(Last, (update_action_fade, apply_action_fade).chain());
#[cfg(target_os = "android")]
{
app.init_resource::<HudTapTracker>()
@@ -684,6 +702,135 @@ fn spawn_hud(
});
}
/// Spawns the circular avatar / initials button anchored to the top-right
/// of the HUD band. Initial content is seeded from whatever resources are
/// available at startup; `update_hud_avatar` replaces the children whenever
/// `AvatarResource` or `SettingsResource` later changes.
fn spawn_hud_avatar(
font_res: Option<Res<FontResource>>,
insets: Option<Res<SafeAreaInsets>>,
avatar: Option<Res<AvatarResource>>,
settings: Option<Res<SettingsResource>>,
mut commands: Commands,
) {
const SIZE: f32 = 32.0;
let top_inset = insets.as_deref().copied().unwrap_or_default().top;
let id = commands
.spawn((
HudAvatar,
Button,
Tooltip::new("Your profile — tap to open."),
Node {
position_type: PositionType::Absolute,
top: Val::Px(SPACE_2 + top_inset),
right: VAL_SPACE_3,
width: Val::Px(SIZE),
height: Val::Px(SIZE),
border_radius: BorderRadius::all(Val::Px(SIZE / 2.0)),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
BackgroundColor(ACCENT_PRIMARY),
ZIndex(Z_HUD),
SafeAreaAnchoredTop { base_top: SPACE_2 },
))
.id();
spawn_avatar_child(
&mut commands,
id,
avatar.as_deref(),
settings.as_deref(),
font_res.as_deref(),
);
}
/// Re-spawns the avatar circle content (image or initials) whenever either
/// [`AvatarResource`] or [`SettingsResource`] changes — covers both the
/// image arriving after download and the username changing after login.
fn update_hud_avatar(
avatar: Option<Res<AvatarResource>>,
settings: Option<Res<SettingsResource>>,
font_res: Option<Res<FontResource>>,
q: Query<Entity, With<HudAvatar>>,
mut commands: Commands,
) {
let avatar_changed = avatar.as_ref().is_some_and(|r| r.is_changed());
let settings_changed = settings.as_ref().is_some_and(|r| r.is_changed());
if !avatar_changed && !settings_changed {
return;
}
let Ok(entity) = q.single() else {
return;
};
commands.entity(entity).despawn_related::<Children>();
spawn_avatar_child(
&mut commands,
entity,
avatar.as_deref(),
settings.as_deref(),
font_res.as_deref(),
);
}
/// Populates the avatar container with either the downloaded image or an
/// initials fallback disc. Called from both the startup spawn and the
/// reactive update system so the rendering logic lives in one place.
fn spawn_avatar_child(
commands: &mut Commands,
parent: Entity,
avatar: Option<&AvatarResource>,
settings: Option<&SettingsResource>,
font_res: Option<&FontResource>,
) {
const SIZE: f32 = 32.0;
if let Some(handle) = avatar.and_then(|a| a.0.clone()) {
// Image fills the circle container; border_radius clips it to a disc.
commands.entity(parent).with_children(|b| {
b.spawn((
ImageNode::new(handle),
Node {
width: Val::Px(SIZE),
height: Val::Px(SIZE),
border_radius: BorderRadius::all(Val::Px(SIZE / 2.0)),
..default()
},
));
});
} else {
let initial = settings
.and_then(|s| match &s.0.sync_backend {
SyncBackend::SolitaireServer { username, .. } => username.chars().next(),
SyncBackend::Local => None,
})
.and_then(|c| c.to_uppercase().next())
.unwrap_or('?');
commands.entity(parent).with_children(|b| {
b.spawn((
Text::new(initial.to_string()),
TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: 14.0,
..default()
},
TextColor(TEXT_PRIMARY),
));
});
}
}
/// Opens the Profile overlay when the avatar button is pressed.
fn handle_avatar_button(
interaction_query: Query<&Interaction, (With<HudAvatar>, Changed<Interaction>)>,
mut toggle_profile: MessageWriter<ToggleProfileRequestEvent>,
) {
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
toggle_profile.write(ToggleProfileRequestEvent);
}
}
}
/// Spawns the action button bar anchored to the top-right of the window.
/// Each child is a clickable button mirroring a keyboard accelerator —
/// per the UI-first principle (CLAUDE.md / ARCHITECTURE.md §1) the buttons
@@ -697,23 +844,19 @@ fn spawn_action_buttons(
insets: Option<Res<SafeAreaInsets>>,
mut commands: Commands,
) {
let top_inset = insets.as_deref().copied().unwrap_or_default().top;
let bottom_inset = insets.as_deref().copied().unwrap_or_default().bottom;
let font = TextFont {
font: font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_BODY,
..default()
};
// On Android, 7 text-labelled buttons at 48 dp each wrap to two rows on
// a 411 dp phone. Use compact Unicode symbols and tighter gaps so all 7
// fit in a single row (7×44 + 6×4 = 332 dp, well within a 90%-wide band
// of 370 dp). On desktop, keep the descriptive text labels.
// On Android, compact Unicode symbols fit all 7 buttons in one row.
// On desktop, keep the descriptive text labels.
#[cfg(target_os = "android")]
let (max_width, col_gap, row_gap_val) =
(Val::Percent(90.0), Val::Px(4.0), Val::Px(4.0));
let col_gap = Val::Px(4.0);
#[cfg(not(target_os = "android"))]
let (max_width, col_gap, row_gap_val) =
(Val::Percent(65.0), VAL_SPACE_2, VAL_SPACE_2);
let col_gap = VAL_SPACE_2;
#[cfg(target_os = "android")]
let labels = (
@@ -721,9 +864,8 @@ fn spawn_action_buttons(
/* undo */ "\u{2190}", // ← leftwards arrow (Arrows block, confirmed FiraMono)
/* pause */ "||", // || ASCII double-pipe — ‖ (U+2016) absent from FiraMono
/* help */ "?",
/* hint */ "\u{2192}", // rightwards arrow (Arrows block, confirmed FiraMono)
/* modes */ "\u{2193}", // ↓ downwards arrow (Arrows block, confirmed FiraMono)
// replaces ▾ (U+25BE) which is absent from FiraMono
/* hint */ "!", // ! attention/alert — semantically: "look here"
/* modes */ "M", // plain ASCII — U+21BB and U+21C4 both render as tofu on FiraMono
/* new */ "+",
);
#[cfg(not(target_os = "android"))]
@@ -737,23 +879,33 @@ fn spawn_action_buttons(
"New Game",
);
// Bottom bar: full-width, centered, sits above the gesture-navigation zone.
// `bottom` is set to `bottom_inset` initially; `SafeAreaAnchoredBottom` keeps
// it correct as Android insets arrive in later frames.
commands
.spawn((
Node {
position_type: PositionType::Absolute,
right: VAL_SPACE_3,
top: Val::Px(SPACE_2 + top_inset),
bottom: Val::Px(bottom_inset),
left: Val::Px(0.0),
width: Val::Percent(100.0),
flex_direction: FlexDirection::Row,
max_width,
flex_wrap: FlexWrap::Wrap,
justify_content: JustifyContent::FlexEnd,
justify_content: JustifyContent::Center,
column_gap: col_gap,
row_gap: row_gap_val,
row_gap: VAL_SPACE_2,
align_items: AlignItems::Center,
padding: UiRect {
left: VAL_SPACE_3,
right: VAL_SPACE_3,
top: VAL_SPACE_2,
bottom: VAL_SPACE_2,
},
..default()
},
BackgroundColor(BG_HUD_BAND),
ZIndex(Z_HUD),
SafeAreaAnchoredTop { base_top: SPACE_2 },
SafeAreaAnchoredBottom { base_bottom: 0.0 },
HudActionBar,
))
.with_children(|row| {
@@ -1012,6 +1164,14 @@ fn spawn_modes_popover(
));
}
// Popover opens upward from just above the bottom action bar.
// Use a platform-aware offset that clears the bar height + safe-area
// gesture zone on Android, and the flat bar height on desktop.
#[cfg(target_os = "android")]
let popover_bottom = Val::Px(200.0);
#[cfg(not(target_os = "android"))]
let popover_bottom = Val::Px(80.0);
commands
.spawn((
ModesPopover,
@@ -1019,7 +1179,7 @@ fn spawn_modes_popover(
Node {
position_type: PositionType::Absolute,
right: VAL_SPACE_3,
top: Val::Px(50.0),
bottom: popover_bottom,
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_1,
padding: UiRect::all(VAL_SPACE_2),
@@ -1204,6 +1364,12 @@ fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&FontResource>)
),
];
// Same upward-opening placement as ModesPopover.
#[cfg(target_os = "android")]
let popover_bottom = Val::Px(200.0);
#[cfg(not(target_os = "android"))]
let popover_bottom = Val::Px(80.0);
commands
.spawn((
MenuPopover,
@@ -1211,7 +1377,7 @@ fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&FontResource>)
Node {
position_type: PositionType::Absolute,
right: VAL_SPACE_3,
top: Val::Px(50.0),
bottom: popover_bottom,
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_1,
padding: UiRect::all(VAL_SPACE_2),
@@ -1423,9 +1589,9 @@ impl Default for HudActionFade {
}
}
/// Cursor-y threshold (in window pixels, 0 = top) below which the bar
/// stays visible. Set slightly above `HUD_BAND_HEIGHT` so the bar fades
/// in as the cursor approaches, not only once it crosses into the band.
/// How many pixels from the bottom edge the cursor must be to reveal the bar.
/// Set slightly taller than `HUD_BAND_HEIGHT` so the bar fades in as the
/// cursor approaches, not only when it crosses into the band itself.
const ACTION_FADE_REVEAL_PX: f32 = HUD_BAND_HEIGHT + 32.0;
/// Lerp rate for fading (per second). 6.0 ≈ 167 ms for a full
@@ -1434,7 +1600,7 @@ const ACTION_FADE_REVEAL_PX: f32 = HUD_BAND_HEIGHT + 32.0;
const ACTION_FADE_RATE_PER_SEC: f32 = 6.0;
/// Updates the fade state from cursor position. Sets `target = 1.0` if
/// the cursor is in the reveal zone (top of window) or off-screen
/// the cursor is in the reveal zone (bottom of window) or off-screen
/// (player is using keyboard); `0.0` otherwise. Lerps `alpha` toward
/// `target` at a fixed rate so the visual transition is smooth across
/// variable framerates.
@@ -1446,8 +1612,9 @@ fn update_action_fade(
let Ok(window) = windows.single() else {
return;
};
let height = window.resolution.height();
fade.target = match window.cursor_position() {
Some(pos) if pos.y <= ACTION_FADE_REVEAL_PX => 1.0,
Some(pos) if pos.y >= height - ACTION_FADE_REVEAL_PX => 1.0,
Some(_) => 0.0,
// Off-window cursor: assume keyboard navigation and keep the
// bar visible so Tab cycling doesn't lead to invisible focus.
@@ -2280,15 +2447,9 @@ fn update_hud_typography(
}
}
#[allow(clippy::type_complexity)]
fn apply_hud_visibility(
hud_vis: Res<HudVisibility>,
mut nodes: Query<
&mut Visibility,
Or<(With<HudBand>, With<HudColumn>, With<HudActionBar>)>,
>,
window_entities: Query<(Entity, &Window)>,
mut resize_events: MessageWriter<WindowResized>,
mut action_bar: Query<&mut Visibility, With<HudActionBar>>,
) {
if !hud_vis.is_changed() {
return;
@@ -2298,16 +2459,11 @@ fn apply_hud_visibility(
} else {
Visibility::Hidden
};
for mut node_vis in &mut nodes {
*node_vis = v;
}
if let Some((entity, window)) = window_entities.iter().next() {
resize_events.write(WindowResized {
window: entity,
width: window.resolution.width(),
height: window.resolution.height(),
});
for mut vis in &mut action_bar {
*vis = v;
}
// The bottom action bar is a pure overlay — it does not claim any
// space in the card layout, so no WindowResized event is needed.
}
fn restore_hud_on_modal(
@@ -2327,29 +2483,47 @@ fn toggle_hud_on_tap(
paused: Option<Res<PausedResource>>,
mut tracker: ResMut<HudTapTracker>,
mut hud_vis: ResMut<HudVisibility>,
buttons: Query<&Interaction, With<ActionButton>>,
) {
use bevy::input::touch::TouchPhase;
if !scrims.is_empty() || paused.is_some_and(|p| p.0) {
// Drain buffered events so they don't replay in the frame after
// the scrim despawns, which would trigger a spurious visibility
// toggle as the resume/close button tap's Started+Ended pair
// replays in the now-scrim-free frame.
for _ in touch_events.read() {}
tracker.start_pos = None;
tracker.started_on_button = false;
return;
}
for event in touch_events.read() {
match event.phase {
TouchPhase::Started => {
tracker.start_pos = Some(event.position);
// Record whether the finger-down landed on a button so
// the finger-up doesn't double-fire (toggle bar + press
// button at the same time).
tracker.started_on_button =
buttons.iter().any(|i| *i != Interaction::None);
}
TouchPhase::Ended if drag.is_idle() => {
let on_button = tracker.started_on_button;
if let Some(start) = tracker.start_pos.take() {
if (event.position - start).length() < HUD_TAP_SLOP_PX {
if !on_button && (event.position - start).length() < HUD_TAP_SLOP_PX {
*hud_vis = match *hud_vis {
HudVisibility::Visible => HudVisibility::Hidden,
HudVisibility::Hidden => HudVisibility::Visible,
};
}
}
tracker.started_on_button = false;
}
TouchPhase::Canceled | TouchPhase::Moved => {
// Moved: don't clear start_pos — Android fires Moved for normal
// tap jitter, and the distance check at Ended already rejects
// real drags. Clearing here would silently swallow tap toggles.
TouchPhase::Canceled => {
tracker.start_pos = None;
tracker.started_on_button = false;
}
_ => {}
}
+5 -6
View File
@@ -77,15 +77,14 @@ const MAX_TABLEAU_CARDS: f32 = 13.0;
/// (action buttons, Score / Moves / Timer readouts). The card grid starts
/// below this band so the HUD doesn't bleed into the play surface.
///
/// Desktop: 64 px fits the single-row action bar plus the Score/Moves line.
/// Android: 128 px accommodates the two-row button wrap on narrow phones
/// (7 buttons × ~52 dp each, with a 65% max-width constraint, wraps to two
/// ~48 dp rows plus row-gap). Without this larger reserve the bottom row of
/// buttons overlaps the top card row.
/// Desktop: 64 px fits the score/moves/time + mode badge rows.
/// Android: 80 px gives the same content rows comfortable clearance.
/// (Previously 128 px when action buttons lived in the top band; those are
/// now in the bottom bar so the larger reserve is no longer needed.)
#[cfg(not(target_os = "android"))]
pub const HUD_BAND_HEIGHT: f32 = 64.0;
#[cfg(target_os = "android")]
pub const HUD_BAND_HEIGHT: f32 = 128.0;
pub const HUD_BAND_HEIGHT: f32 = 80.0;
/// Table background colour (dark green felt).
pub const TABLE_COLOUR: [f32; 3] = [0.059, 0.322, 0.196];
+31 -1
View File
@@ -51,12 +51,25 @@ pub struct SafeAreaAnchoredTop {
pub base_top: f32,
}
/// Marker for `Node` entities whose `bottom` offset should be re-applied
/// as `base_bottom + SafeAreaInsets::bottom / scale`.
///
/// Use this for elements anchored to the bottom edge (e.g. a bottom action
/// bar) so they clear the Android gesture-navigation zone automatically.
#[derive(Component, Debug, Clone, Copy)]
pub struct SafeAreaAnchoredBottom {
pub base_bottom: f32,
}
pub struct SafeAreaInsetsPlugin;
impl Plugin for SafeAreaInsetsPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<SafeAreaInsets>()
.add_systems(Update, (apply_safe_area_anchors, apply_safe_area_to_modal_scrims));
.add_systems(
Update,
(apply_safe_area_anchors, apply_safe_area_bottom_anchors, apply_safe_area_to_modal_scrims),
);
#[cfg(target_os = "android")]
app.add_systems(Update, android::refresh_insets);
@@ -89,6 +102,23 @@ fn apply_safe_area_anchors(
}
}
/// Re-applies `base_bottom + insets.bottom / scale` to every entity carrying
/// [`SafeAreaAnchoredBottom`] whenever [`SafeAreaInsets`] changes.
fn apply_safe_area_bottom_anchors(
insets: Res<SafeAreaInsets>,
windows: Query<&Window>,
mut q: Query<(&SafeAreaAnchoredBottom, &mut Node)>,
) {
if !insets.is_changed() {
return;
}
let scale = windows.iter().next().map_or(1.0, |w| w.scale_factor());
let bottom_logical = insets.bottom / scale;
for (anchor, mut node) in &mut q {
node.bottom = Val::Px(anchor.base_bottom + bottom_logical);
}
}
/// Pads the bottom of every [`ModalScrim`] by the logical bottom inset so
/// modal cards don't extend into the Android gesture-navigation zone.
///