fix(android): correct physical→logical px conversion for safe-area insets

`WindowInsets.getInsets(systemBars())` returns physical pixels (e.g. 84 px
on a 2.625× Pixel 7) but both Bevy's `Val::Px` (UI layer) and the world-
space layout coordinate system use logical pixels. Dividing by
`window.scale_factor()` before applying gives the correct 32 dp offset.

- `safe_area.rs::apply_safe_area_anchors`: query `Window`, divide `insets.top`
  by `scale_factor()` before writing `Val::Px(base_top + top_logical)`.
- `layout.rs::compute_layout`: new `safe_area_top: f32` parameter (logical px)
  subtracts from the vertical budget (`card_width_height_based`) and from
  `top_y` so both card sizing and pile positioning honour the status-bar band.
- `table_plugin.rs`: `setup_table` and `on_window_resized` now read
  `SafeAreaInsets` and divide by scale before passing `safe_area_top` to
  `compute_layout`. New `on_safe_area_changed` system fires a synthetic
  `WindowResized` when insets arrive (~frame 2-3 on Android) so the full
  resize pipeline (layout → pile markers → card snap) re-runs automatically.
- All test call-sites updated with `, 0.0` safe_area_top (desktop/no inset).
- Two regression tests added: shift amount equals `safe_area_top` exactly;
  horizontal layout is unaffected by vertical inset.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-11 16:59:27 -07:00
parent 8a3e30bd16
commit cc161cc37f
7 changed files with 153 additions and 60 deletions
+2 -2
View File
@@ -604,7 +604,7 @@ mod tests {
use crate::layout::compute_layout;
let game = GameState::new(42, DrawMode::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0));
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0);
// A cursor far off-screen should never hit anything.
assert!(!cursor_over_draggable(Vec2::new(-9999.0, -9999.0), &game, &layout));
}
@@ -624,7 +624,7 @@ mod tests {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.insert_resource(GameStateResource(game))
.insert_resource(LayoutResource(compute_layout(Vec2::new(1280.0, 800.0))))
.insert_resource(LayoutResource(compute_layout(Vec2::new(1280.0, 800.0), 0.0)))
.insert_resource(DragState::default())
.add_systems(Update, update_drop_target_overlays);
app