feat(app): Wayland support + monitor-relative default window size
Two related platform-fit fixes for desktop launch:
1. Wayland session compatibility. The workspace Cargo.toml's
Bevy feature list previously enabled only `x11`, leaving
winit-on-Wayland to fall through to XWayland — the game
rendered inside an X11 frame stitched into the Wayland
compositor instead of as a native Wayland client. Adding
the `wayland` feature lets winit prefer Wayland when
WAYLAND_DISPLAY is set on the session, falling back to X11
when it isn't. Costs a few hundred KB of binary for the
libwayland-client bindings; comment in Cargo.toml explains
the trade.
2. Smart default window sizing. The fallback window size for
first launches (no saved geometry) was a fixed 1280x800. On
a 4K monitor that's a comparatively tiny window in one
corner; the game's cards then occupy a small physical area
even though the screen has plenty of room. New
`apply_smart_default_window_size` Update system queries
`Monitor` (with the `PrimaryMonitor` marker) and resizes the
primary window to ~70% of the monitor's *logical* size on
the first frame. Logical size already factors in the OS's
HiDPI scale factor, so:
- 1920x1080 / 1.0 scale → 1344x756 target
- 2560x1440 / 1.0 scale → 1792x1008 target
- 3840x2160 / 1.0 scale → 2688x1512 target
- 2880x1800 / 2.0 scale (Retina) → 1008x630 target
(same physical size as 1080p)
Clamped to the existing 800x600 minimum so old systems
don't get sub-minimum windows. Skipped entirely when saved
geometry was applied — the player's chosen size always
wins. Uses `Local<bool>` for one-shot semantics; the early-
exit per tick costs nothing once `*applied` is true.
Workspace: 1170 passing tests / 0 failing. cargo clippy
--workspace --all-targets -- -D warnings clean.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -3,7 +3,9 @@ use std::io::Write;
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use std::time::{SystemTime, UNIX_EPOCH};
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use bevy::prelude::*;
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use bevy::window::{MonitorSelection, PresentMode, WindowPosition};
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use bevy::window::{
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Monitor, MonitorSelection, PresentMode, PrimaryMonitor, PrimaryWindow, WindowPosition,
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};
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use solitaire_data::{load_settings_from, provider_for_backend, settings_file_path, Settings};
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use solitaire_engine::{
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register_theme_asset_sources, AchievementPlugin, AnimationPlugin, AssetSourcesPlugin,
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@@ -43,8 +45,10 @@ fn main() {
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// Restore the previous window geometry if the player has one saved.
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// Otherwise open at the platform default (1280×800, centred on the
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// primary monitor). The window_geometry field is None on first run
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// and after upgrading from a build that didn't persist geometry.
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// primary monitor) — `apply_smart_default_window_size` will resize
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// up to a monitor-relative target on the first frame so HiDPI / 4K
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// sessions don't end up with a comparatively tiny window.
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let had_saved_geometry = settings.window_geometry.is_some();
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let (window_resolution, window_position) = match settings.window_geometry {
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Some(geom) => (
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(geom.width, geom.height).into(),
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@@ -141,8 +145,78 @@ fn main() {
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.add_plugins(UiModalPlugin)
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.add_plugins(UiFocusPlugin)
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.add_plugins(UiTooltipPlugin)
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.add_plugins(SplashPlugin)
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.run();
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.add_plugins(SplashPlugin);
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// Smart default window sizing: when no saved geometry was loaded,
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// resize the freshly-opened 1280×800 window to ~70 % of the primary
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// monitor's logical size on the first frame. Without this, a 4K
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// monitor opens the same 1280×800 window that a 1080p monitor
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// does — visually tiny relative to screen. Skipped entirely when
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// saved geometry was applied; the player's preference always wins.
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if !had_saved_geometry {
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app.add_systems(Update, apply_smart_default_window_size);
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}
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app.run();
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}
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/// One-shot Update system that runs only on launches without saved
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/// window geometry. Resizes the primary window to a fraction of the
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/// primary monitor's *logical* size — bigger monitors get bigger
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/// windows automatically. Logical size already accounts for the OS's
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/// HiDPI scale factor, so a 2880×1800 Retina display reporting
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/// scale_factor 2.0 yields a 1440×900 logical size and a 1008×630
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/// target window — same physical inches as a 1920×1080 monitor with
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/// scale_factor 1.0 yielding 1344×756.
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///
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/// Uses `Local<bool>` to make itself one-shot rather than introducing
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/// a dedicated resource. The Update tick is necessary because Bevy
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/// populates the `Monitor` entities asynchronously after winit's
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/// Resumed event fires; they may not exist on the first Startup pass.
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fn apply_smart_default_window_size(
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mut applied: Local<bool>,
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monitors: Query<&Monitor, With<PrimaryMonitor>>,
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mut windows: Query<&mut Window, With<PrimaryWindow>>,
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) {
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if *applied {
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return;
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}
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let Ok(monitor) = monitors.single() else {
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// Primary monitor not yet spawned by bevy_winit. Try again
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// next frame; the cost is one early-exit per tick until
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// monitors arrive (typically frame 1 or 2).
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return;
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};
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let Ok(mut window) = windows.single_mut() else {
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return;
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};
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let scale = monitor.scale_factor as f32;
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if scale <= 0.0 {
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// Defensive: a zero or negative scale factor would NaN the
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// arithmetic below. Bail and accept the default size.
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*applied = true;
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return;
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}
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let logical_w = monitor.physical_width as f32 / scale;
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let logical_h = monitor.physical_height as f32 / scale;
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// Target 70 % of monitor in each dimension, clamped to the
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// existing 800×600 minimum and the monitor's own logical size
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// (so we never request a window larger than the screen).
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let target_w = (logical_w * 0.7).clamp(800.0, logical_w);
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let target_h = (logical_h * 0.7).clamp(600.0, logical_h);
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// Resize only when the change is meaningful — at exactly 1280×800
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// on a 1920×1080 monitor the new target is 1344×756 (only ~5 %
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// wider), worth the resize; at the same default on an 800×600
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// monitor the clamp pins us at 800×600 and we shouldn't resize.
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let curr_w = window.resolution.width();
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let curr_h = window.resolution.height();
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if (curr_w - target_w).abs() > 8.0 || (curr_h - target_h).abs() > 8.0 {
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window.resolution.set(target_w, target_h);
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}
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*applied = true;
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}
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/// Wraps the default panic hook with one that also appends a crash log
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