fix(engine): emit RequestRedraw from animation systems — restores 60 fps card animation on Android
Commit 38e4c03 (shipped in v0.40.0) switched Android's focused_mode to
reactive_low_power(100 ms) on the premise that every animation tick
system writes RequestRedraw while it has active work. The writers were
never actually added — the diff only contained the WinitSettings change,
imports, and add_message registrations. Result: with no touch input,
nothing wakes the winit loop during a card slide except the 100 ms
fallback ceiling, so animations render at ~10 fps on Android. Desktop
and web keep Continuous mode, which is why only Android was affected
(reported by Rhys the day v0.40.0 shipped; confirmed absent on v0.39.1).
Adds the missing MessageWriter<RequestRedraw> to all seven systems the
original commit message named:
- advance_card_animations (CardAnimationPlugin)
- advance_card_anims (AnimationPlugin — deal/win cascade/slides)
- tick_shake_anim, tick_settle_anim, tick_foundation_flourish
(FeedbackAnimPlugin)
- drive_toast_display (AnimationPlugin — toast countdown)
- drive_auto_complete (AutoCompletePlugin — step-interval keepalive)
Each writes one RequestRedraw per frame while active work exists
(including delay phases, which also need per-frame ticks). Regression
test asserts an active CardAnimation emits RequestRedraw and an idle
board does not.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -147,6 +147,7 @@ fn drive_auto_complete(
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time: Res<Time>,
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paused: Option<Res<PausedResource>>,
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mut moves: MessageWriter<MoveRequestEvent>,
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mut redraw: MessageWriter<RequestRedraw>,
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) {
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if !state.active {
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return;
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@@ -154,6 +155,10 @@ fn drive_auto_complete(
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if paused.is_some_and(|p| p.0) {
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return;
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}
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// Keepalive: the step-interval cooldown only advances on frames that
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// actually run, so keep the winit loop awake for the whole burst under
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// Android's reactive_low_power focused_mode.
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redraw.write(RequestRedraw);
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state.cooldown -= time.delta_secs();
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if state.cooldown > 0.0 {
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