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:
@@ -1862,7 +1862,7 @@ mod tests {
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// At game start waste is empty, so all 52 cards are across stock + tableau.
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let g = GameState::new(42, solitaire_core::game_state::DrawMode::DrawOne);
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let layout =
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crate::layout::compute_layout(Vec2::new(1280.0, 800.0));
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crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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let positions = card_positions(&g, &layout);
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assert_eq!(positions.len(), 52);
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}
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@@ -1882,7 +1882,7 @@ mod tests {
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.collect();
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assert_eq!(waste_ids.len(), 3);
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0));
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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let positions = card_positions(&g, &layout);
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// Filter rendered positions to only waste cards (by card ID).
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@@ -1911,7 +1911,7 @@ mod tests {
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let waste_ids: std::collections::HashSet<u32> =
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waste_pile.iter().map(|c| c.id).collect();
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0));
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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let positions = card_positions(&g, &layout);
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let mut waste_rendered: Vec<_> = positions
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@@ -1936,7 +1936,7 @@ mod tests {
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fn card_positions_tableau_cards_are_fanned_downward() {
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let g = GameState::new(42, solitaire_core::game_state::DrawMode::DrawOne);
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let layout =
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crate::layout::compute_layout(Vec2::new(1280.0, 800.0));
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crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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let positions = card_positions(&g, &layout);
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// Collect positions for Tableau(6) (should have 7 cards).
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@@ -2248,7 +2248,7 @@ mod tests {
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#[test]
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fn facedown_cards_use_tighter_fan_than_uniform_faceup_fan() {
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let g = GameState::new(42, solitaire_core::game_state::DrawMode::DrawOne);
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0));
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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let positions = card_positions(&g, &layout);
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// Tableau(6) has 7 cards: 6 face-down + 1 face-up on top.
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@@ -2409,7 +2409,7 @@ mod tests {
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// Sanity-check: the new font size matches FONT_SIZE_FRAC × the
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// post-resize card width, so the in-place path is using the
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// refreshed Layout.
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let expected_layout = crate::layout::compute_layout(Vec2::new(800.0, 600.0));
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let expected_layout = crate::layout::compute_layout(Vec2::new(800.0, 600.0), 0.0);
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let expected = expected_layout.card_size.x * FONT_SIZE_FRAC;
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assert!(
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(after - expected).abs() < 1e-3,
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@@ -604,7 +604,7 @@ mod tests {
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use crate::layout::compute_layout;
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let game = GameState::new(42, DrawMode::DrawOne);
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let layout = compute_layout(Vec2::new(1280.0, 800.0));
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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// A cursor far off-screen should never hit anything.
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assert!(!cursor_over_draggable(Vec2::new(-9999.0, -9999.0), &game, &layout));
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}
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@@ -624,7 +624,7 @@ mod tests {
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let mut app = App::new();
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app.add_plugins(MinimalPlugins)
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.insert_resource(GameStateResource(game))
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.insert_resource(LayoutResource(compute_layout(Vec2::new(1280.0, 800.0))))
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.insert_resource(LayoutResource(compute_layout(Vec2::new(1280.0, 800.0), 0.0)))
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.insert_resource(DragState::default())
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.add_systems(Update, update_drop_target_overlays);
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app
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@@ -1667,7 +1667,7 @@ mod tests {
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#[test]
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fn find_draggable_picks_top_of_tableau() {
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let game = GameState::new(42, DrawMode::DrawOne);
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let layout = compute_layout(Vec2::new(1280.0, 800.0));
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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// In tableau 6, the visually topmost card is the last (face-up) one.
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// Its position: base.y + fan * 6.
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@@ -1681,7 +1681,7 @@ mod tests {
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#[test]
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fn find_draggable_skips_face_down_cards() {
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let game = GameState::new(42, DrawMode::DrawOne);
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let layout = compute_layout(Vec2::new(1280.0, 800.0));
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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// Tableau 6 has 7 cards: 6 face-down (indices 0..5) + 1 face-up at
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// the bottom (index 6). Click at the topmost face-down card's
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@@ -1702,7 +1702,7 @@ mod tests {
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// face-up bottom card, clicking the visible card face missed the
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// hit-test box and only the bottom strip of the card responded.
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let game = GameState::new(42, DrawMode::DrawOne);
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let layout = compute_layout(Vec2::new(1280.0, 800.0));
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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// Tableau 6 starts with 6 face-down + 1 face-up. The face-up card
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// sits at base.y - 6 * TABLEAU_FACEDOWN_FAN_FRAC * card_h, NOT at
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@@ -1741,7 +1741,7 @@ mod tests {
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face_up: true,
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});
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let layout = compute_layout(Vec2::new(1280.0, 800.0));
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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// The Queen's geometric center (index 1) is inside the Jack's bounding box
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// (Jack fans 0.5h below base; its box spans [base-h, base]). To hit the
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// Queen we click in her visible strip: the 0.25h band above the Jack's top
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@@ -1773,7 +1773,7 @@ mod tests {
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face_up: true,
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});
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let layout = compute_layout(Vec2::new(1280.0, 800.0));
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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// Both cards in waste sit at the same (x, y). Clicking should pick
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// the visually top card (id 201), with count = 1.
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let pos = card_position(&game, &layout, &PileType::Waste, 0);
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@@ -1786,7 +1786,7 @@ mod tests {
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#[test]
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fn find_drop_target_hits_empty_tableau_pile_marker() {
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let game = GameState::new(42, DrawMode::DrawOne);
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let layout = compute_layout(Vec2::new(1280.0, 800.0));
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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// Move all cards out of tableau 0 so its marker is the only drop area.
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let mut game = game;
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game.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.clear();
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@@ -1798,7 +1798,7 @@ mod tests {
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#[test]
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fn find_drop_target_returns_none_for_origin() {
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let game = GameState::new(42, DrawMode::DrawOne);
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let layout = compute_layout(Vec2::new(1280.0, 800.0));
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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let pos = layout.pile_positions[&PileType::Tableau(3)];
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let target = find_drop_target(pos, &game, &layout, &PileType::Tableau(3));
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assert_eq!(target, None);
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@@ -1807,7 +1807,7 @@ mod tests {
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#[test]
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fn pile_drop_rect_extends_for_tableau_with_cards() {
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let game = GameState::new(42, DrawMode::DrawOne);
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let layout = compute_layout(Vec2::new(1280.0, 800.0));
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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// Tableau 6 has 7 cards.
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let (_, size) = pile_drop_rect(&PileType::Tableau(6), &layout, &game);
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// Expected: card_height + 6 * fan. fan = 0.25 * card_height, so
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@@ -1832,7 +1832,7 @@ mod tests {
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waste.cards.push(Card { id: 201, suit: Suit::Hearts, rank: Rank::Three, face_up: true });
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waste.cards.push(Card { id: 202, suit: Suit::Clubs, rank: Rank::Four, face_up: true });
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let layout = compute_layout(Vec2::new(1280.0, 800.0));
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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let waste_base = layout.pile_positions[&PileType::Waste];
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// Top card (slot=2) is at base.x + 2 * 0.28 * card_width.
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let top_card_x = waste_base.x + 2.0 * 0.28 * layout.card_size.x;
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@@ -1848,7 +1848,7 @@ mod tests {
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#[test]
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fn find_draggable_returns_none_for_click_on_empty_pile() {
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let mut game = GameState::new(42, DrawMode::DrawOne);
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let layout = compute_layout(Vec2::new(1280.0, 800.0));
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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// Clear tableau 0 so it's an empty slot.
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game.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.clear();
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let pos = layout.pile_positions[&PileType::Tableau(0)];
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@@ -1859,7 +1859,7 @@ mod tests {
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#[test]
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fn pile_drop_rect_is_card_sized_for_non_tableau() {
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let game = GameState::new(42, DrawMode::DrawOne);
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let layout = compute_layout(Vec2::new(1280.0, 800.0));
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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for pile in [
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PileType::Waste,
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PileType::Foundation(2),
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@@ -2360,7 +2360,7 @@ mod tests {
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app.init_resource::<crate::pending_hint::PendingHintTask>();
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app.init_resource::<ButtonInput<KeyCode>>();
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app.insert_resource(crate::layout::LayoutResource(
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crate::layout::compute_layout(Vec2::new(1280.0, 800.0)),
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crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0),
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));
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app.insert_resource(GameStateResource(GameState::new(42, DrawMode::DrawOne)));
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app.add_systems(Update, handle_keyboard_hint);
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@@ -108,7 +108,13 @@ pub struct Layout {
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pub tableau_facedown_fan_frac: f32,
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}
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/// Compute the board layout from a window size.
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/// Compute the board layout from a window size and safe-area top inset.
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///
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/// `safe_area_top` is the **logical-pixel** height of the OS-reserved region
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/// at the top of the screen (status bar on Android). Pass `0.0` on desktop or
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/// when the inset is unknown. Note that Android's `WindowInsets` API returns
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/// **physical** pixels; callers must divide by `window.scale_factor()` before
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/// passing the value here.
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///
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/// # Geometry
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/// - `card_width` is the smaller of:
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@@ -124,7 +130,7 @@ pub struct Layout {
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/// - Top row (stock, waste, 4 foundations) aligns with tableau columns
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/// 0, 1, 3, 4, 5, 6 — column 2 is intentionally empty to separate the
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/// waste/stock cluster from the foundations.
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pub fn compute_layout(window: Vec2) -> Layout {
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pub fn compute_layout(window: Vec2, safe_area_top: f32) -> Layout {
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let window = window.max(MIN_WINDOW);
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// Width-based candidate (existing behaviour): 7 cards + 8 h_gaps = 9*card_width.
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@@ -147,7 +153,7 @@ pub fn compute_layout(window: Vec2) -> Layout {
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// (window.y - HUD_BAND_HEIGHT) = w * (0.5 + (1 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT)
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let fan_factor = 1.0 + (MAX_TABLEAU_CARDS - 1.0) * TABLEAU_FAN_FRAC;
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let height_denom = 0.5 + (1.0 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT;
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let card_width_height_based = (window.y - HUD_BAND_HEIGHT).max(0.0) / height_denom;
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let card_width_height_based = (window.y - safe_area_top - HUD_BAND_HEIGHT).max(0.0) / height_denom;
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let card_width = card_width_width_based.min(card_width_height_based);
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let card_height = card_width * CARD_ASPECT;
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@@ -167,7 +173,7 @@ pub fn compute_layout(window: Vec2) -> Layout {
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};
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let vertical_gap = card_height * VERTICAL_GAP_FRAC;
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let top_y = window.y / 2.0 - HUD_BAND_HEIGHT - h_gap - card_height / 2.0;
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let top_y = window.y / 2.0 - safe_area_top - HUD_BAND_HEIGHT - h_gap - card_height / 2.0;
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let tableau_y = top_y - card_height - vertical_gap;
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let mut pile_positions: HashMap<PileType, Vec2> = HashMap::with_capacity(13);
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@@ -247,15 +253,15 @@ mod tests {
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#[test]
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fn layout_has_all_thirteen_piles() {
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assert_all_piles_present(&compute_layout(Vec2::new(1280.0, 800.0)));
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assert_all_piles_present(&compute_layout(Vec2::new(800.0, 600.0)));
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assert_all_piles_present(&compute_layout(Vec2::new(1920.0, 1080.0)));
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assert_all_piles_present(&compute_layout(Vec2::new(1280.0, 800.0), 0.0));
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assert_all_piles_present(&compute_layout(Vec2::new(800.0, 600.0), 0.0));
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assert_all_piles_present(&compute_layout(Vec2::new(1920.0, 1080.0), 0.0));
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}
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#[test]
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fn card_size_scales_with_window_width() {
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let small = compute_layout(Vec2::new(800.0, 600.0));
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let large = compute_layout(Vec2::new(1920.0, 1080.0));
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let small = compute_layout(Vec2::new(800.0, 600.0), 0.0);
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let large = compute_layout(Vec2::new(1920.0, 1080.0), 0.0);
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assert!(large.card_size.x > small.card_size.x);
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assert!(
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(large.card_size.y / large.card_size.x - CARD_ASPECT).abs() < 1e-5,
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@@ -266,9 +272,9 @@ mod tests {
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#[test]
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fn layout_below_minimum_clamps_to_minimum() {
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// 200×200 sits below the floor on both axes, so the clamp pulls each
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// axis up to MIN_WINDOW and the layout matches compute_layout(MIN_WINDOW).
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let below = compute_layout(Vec2::new(200.0, 200.0));
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let at_min = compute_layout(MIN_WINDOW);
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// axis up to MIN_WINDOW and the layout matches compute_layout(MIN_WINDOW, 0.0).
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let below = compute_layout(Vec2::new(200.0, 200.0), 0.0);
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let at_min = compute_layout(MIN_WINDOW, 0.0);
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assert_eq!(below.card_size, at_min.card_size);
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}
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@@ -279,7 +285,7 @@ mod tests {
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#[test]
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fn phone_portrait_layout_fits_horizontally() {
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let window = Vec2::new(360.0, 800.0);
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let layout = compute_layout(window);
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let layout = compute_layout(window, 0.0);
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let half_w = window.x / 2.0;
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let half_card = layout.card_size.x / 2.0;
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for (pile, pos) in &layout.pile_positions {
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@@ -300,7 +306,7 @@ mod tests {
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#[test]
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fn tableau_columns_are_sorted_left_to_right() {
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let layout = compute_layout(Vec2::new(1280.0, 800.0));
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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for i in 0..6 {
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let lhs = layout.pile_positions[&PileType::Tableau(i)].x;
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let rhs = layout.pile_positions[&PileType::Tableau(i + 1)].x;
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@@ -310,7 +316,7 @@ mod tests {
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#[test]
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fn top_row_is_above_tableau_row() {
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let layout = compute_layout(Vec2::new(1280.0, 800.0));
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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let stock_y = layout.pile_positions[&PileType::Stock].y;
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let tableau_y = layout.pile_positions[&PileType::Tableau(0)].y;
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assert!(stock_y > tableau_y);
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@@ -323,7 +329,7 @@ mod tests {
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#[test]
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fn top_row_clears_hud_band() {
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let window = Vec2::new(1280.0, 800.0);
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let layout = compute_layout(window);
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let layout = compute_layout(window, 0.0);
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let stock_y = layout.pile_positions[&PileType::Stock].y;
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let card_top = stock_y + layout.card_size.y / 2.0;
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let band_bottom = window.y / 2.0 - HUD_BAND_HEIGHT;
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@@ -335,7 +341,7 @@ mod tests {
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#[test]
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fn stock_aligns_with_tableau_col_0_and_waste_with_col_1() {
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let layout = compute_layout(Vec2::new(1280.0, 800.0));
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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let stock_x = layout.pile_positions[&PileType::Stock].x;
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let waste_x = layout.pile_positions[&PileType::Waste].x;
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let t0_x = layout.pile_positions[&PileType::Tableau(0)].x;
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@@ -346,7 +352,7 @@ mod tests {
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#[test]
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fn foundations_align_with_tableau_cols_3_to_6() {
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let layout = compute_layout(Vec2::new(1280.0, 800.0));
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let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0);
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for slot in 0..4_u8 {
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let f_x = layout.pile_positions[&PileType::Foundation(slot)].x;
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let t_x = layout.pile_positions[&PileType::Tableau(3 + slot as usize)].x;
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@@ -365,7 +371,7 @@ mod tests {
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// keep a worst-case 13-card column inside the window. (Most desktop
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// monitors fall into this regime — e.g. 1280x800, 1920x1080.)
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let window = Vec2::new(2560.0, 1080.0);
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let layout = compute_layout(window);
|
||||
let layout = compute_layout(window, 0.0);
|
||||
let width_based = window.x / 9.0;
|
||||
assert!(
|
||||
layout.card_size.x < width_based,
|
||||
@@ -381,7 +387,7 @@ mod tests {
|
||||
// the bottleneck and card_width matches the legacy window.x / 9
|
||||
// derivation exactly.
|
||||
let window = Vec2::new(900.0, 1600.0);
|
||||
let layout = compute_layout(window);
|
||||
let layout = compute_layout(window, 0.0);
|
||||
let width_based = window.x / 9.0;
|
||||
assert!(
|
||||
(layout.card_size.x - width_based).abs() < 1e-3,
|
||||
@@ -395,7 +401,7 @@ mod tests {
|
||||
fn worst_case_tableau_fits_vertically_on_default_resolution() {
|
||||
// Default app resolution (see solitaire_app/src/main.rs).
|
||||
let window = Vec2::new(1280.0, 800.0);
|
||||
let layout = compute_layout(window);
|
||||
let layout = compute_layout(window, 0.0);
|
||||
let tableau_y = layout.pile_positions[&PileType::Tableau(6)].y;
|
||||
let card_h = layout.card_size.y;
|
||||
// Bottom edge of the 13th fanned face-up card.
|
||||
@@ -414,7 +420,7 @@ mod tests {
|
||||
fn worst_case_tableau_fits_vertically_on_full_hd() {
|
||||
// The bug originally reproduced at 1920x1080. Lock in a regression test.
|
||||
let window = Vec2::new(1920.0, 1080.0);
|
||||
let layout = compute_layout(window);
|
||||
let layout = compute_layout(window, 0.0);
|
||||
let tableau_y = layout.pile_positions[&PileType::Tableau(6)].y;
|
||||
let card_h = layout.card_size.y;
|
||||
let bottom_edge = tableau_y - 12.0 * card_h * TABLEAU_FAN_FRAC - card_h / 2.0;
|
||||
@@ -430,8 +436,8 @@ mod tests {
|
||||
/// the desktop minimum so the tableau fills the available vertical space.
|
||||
#[test]
|
||||
fn portrait_phone_expands_tableau_fan_frac() {
|
||||
let desktop = compute_layout(Vec2::new(1280.0, 800.0));
|
||||
let phone = compute_layout(Vec2::new(360.0, 800.0));
|
||||
let desktop = compute_layout(Vec2::new(1280.0, 800.0), 0.0);
|
||||
let phone = compute_layout(Vec2::new(360.0, 800.0), 0.0);
|
||||
assert!(
|
||||
phone.tableau_fan_frac > desktop.tableau_fan_frac,
|
||||
"portrait phone fan_frac ({:.3}) should exceed desktop ({:.3})",
|
||||
@@ -445,7 +451,7 @@ mod tests {
|
||||
#[test]
|
||||
fn expanded_fan_fits_phone_viewport() {
|
||||
let window = Vec2::new(360.0, 800.0);
|
||||
let layout = compute_layout(window);
|
||||
let layout = compute_layout(window, 0.0);
|
||||
let tableau_y = layout.pile_positions[&PileType::Tableau(0)].y;
|
||||
let card_h = layout.card_size.y;
|
||||
let h_gap = layout.card_size.x / 4.0;
|
||||
@@ -462,7 +468,7 @@ mod tests {
|
||||
/// existing worst-case-fits-vertically invariant is preserved.
|
||||
#[test]
|
||||
fn desktop_tableau_fan_frac_is_minimum() {
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0));
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0);
|
||||
assert!(
|
||||
(layout.tableau_fan_frac - TABLEAU_FAN_FRAC).abs() < 1e-3,
|
||||
"desktop fan_frac should stay at minimum {TABLEAU_FAN_FRAC}, got {:.4}",
|
||||
@@ -477,7 +483,7 @@ mod tests {
|
||||
Vec2::new(1280.0, 800.0),
|
||||
Vec2::new(1920.0, 1080.0),
|
||||
] {
|
||||
let layout = compute_layout(window);
|
||||
let layout = compute_layout(window, 0.0);
|
||||
let half_w = window.x / 2.0;
|
||||
let half_card = layout.card_size.x / 2.0;
|
||||
for (pile, pos) in &layout.pile_positions {
|
||||
@@ -496,4 +502,47 @@ mod tests {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A non-zero `safe_area_top` must shift both the top row and the tableau
|
||||
/// downward by the same amount — so the first card row stays below the
|
||||
/// status-bar band and the tableau tracks it proportionally.
|
||||
#[test]
|
||||
fn safe_area_top_shifts_top_row_downward() {
|
||||
let window = Vec2::new(360.0, 800.0);
|
||||
let without = compute_layout(window, 0.0);
|
||||
let with_inset = compute_layout(window, 32.0);
|
||||
let stock_no_inset = without.pile_positions[&PileType::Stock].y;
|
||||
let stock_with_inset = with_inset.pile_positions[&PileType::Stock].y;
|
||||
assert!(
|
||||
stock_with_inset < stock_no_inset,
|
||||
"safe_area_top=32 must shift stock pile down (y decreased): {} → {}",
|
||||
stock_no_inset,
|
||||
stock_with_inset,
|
||||
);
|
||||
assert!(
|
||||
(stock_no_inset - stock_with_inset - 32.0).abs() < 1e-3,
|
||||
"stock pile must shift by exactly safe_area_top (32 dp): delta was {:.3}",
|
||||
stock_no_inset - stock_with_inset,
|
||||
);
|
||||
}
|
||||
|
||||
/// With a safe-area inset the card grid must still fit horizontally —
|
||||
/// safe_area_top only affects the vertical budget.
|
||||
#[test]
|
||||
fn safe_area_top_does_not_affect_horizontal_layout() {
|
||||
let window = Vec2::new(360.0, 800.0);
|
||||
let without = compute_layout(window, 0.0);
|
||||
let with_inset = compute_layout(window, 32.0);
|
||||
for pile in [
|
||||
PileType::Stock,
|
||||
PileType::Waste,
|
||||
PileType::Tableau(0),
|
||||
PileType::Tableau(6),
|
||||
] {
|
||||
assert!(
|
||||
(without.pile_positions[&pile].x - with_inset.pile_positions[&pile].x).abs() < 1e-3,
|
||||
"{pile:?} x-position must not change with safe_area_top",
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -801,7 +801,7 @@ mod tests {
|
||||
|
||||
fn install_resources(app: &mut App, state: GameState, layout_window: Vec2, cursor: Vec2) {
|
||||
app.insert_resource(GameStateResource(state));
|
||||
app.insert_resource(LayoutResource(compute_layout(layout_window)));
|
||||
app.insert_resource(LayoutResource(compute_layout(layout_window, 0.0)));
|
||||
app.world_mut().resource_mut::<RadialCursorOverride>().0 = Some(cursor);
|
||||
}
|
||||
|
||||
@@ -913,7 +913,7 @@ mod tests {
|
||||
fn right_click_press_on_face_up_card_opens_radial() {
|
||||
let mut app = radial_test_app();
|
||||
let layout_window = Vec2::new(1280.0, 800.0);
|
||||
let layout = compute_layout(layout_window);
|
||||
let layout = compute_layout(layout_window, 0.0);
|
||||
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
|
||||
|
||||
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
|
||||
@@ -950,7 +950,7 @@ mod tests {
|
||||
fn right_click_release_over_destination_fires_move_request() {
|
||||
let mut app = radial_test_app();
|
||||
let layout_window = Vec2::new(1280.0, 800.0);
|
||||
let layout = compute_layout(layout_window);
|
||||
let layout = compute_layout(layout_window, 0.0);
|
||||
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
|
||||
|
||||
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
|
||||
@@ -989,7 +989,7 @@ mod tests {
|
||||
fn right_click_release_outside_any_destination_cancels() {
|
||||
let mut app = radial_test_app();
|
||||
let layout_window = Vec2::new(1280.0, 800.0);
|
||||
let layout = compute_layout(layout_window);
|
||||
let layout = compute_layout(layout_window, 0.0);
|
||||
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
|
||||
|
||||
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
|
||||
@@ -1016,7 +1016,7 @@ mod tests {
|
||||
fn escape_cancels_active_radial() {
|
||||
let mut app = radial_test_app();
|
||||
let layout_window = Vec2::new(1280.0, 800.0);
|
||||
let layout = compute_layout(layout_window);
|
||||
let layout = compute_layout(layout_window, 0.0);
|
||||
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
|
||||
|
||||
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
|
||||
@@ -1039,7 +1039,7 @@ mod tests {
|
||||
fn right_click_on_face_down_card_does_not_open_radial() {
|
||||
let mut app = radial_test_app();
|
||||
let layout_window = Vec2::new(1280.0, 800.0);
|
||||
let layout = compute_layout(layout_window);
|
||||
let layout = compute_layout(layout_window, 0.0);
|
||||
let king_pos = layout.pile_positions[&PileType::Tableau(0)];
|
||||
|
||||
install_resources(&mut app, face_down_only_state(), layout_window, king_pos);
|
||||
|
||||
@@ -71,13 +71,19 @@ impl Plugin for SafeAreaInsetsPlugin {
|
||||
/// a session.
|
||||
fn apply_safe_area_anchors(
|
||||
insets: Res<SafeAreaInsets>,
|
||||
windows: Query<&Window>,
|
||||
mut q: Query<(&SafeAreaAnchoredTop, &mut Node)>,
|
||||
) {
|
||||
if !insets.is_changed() {
|
||||
return;
|
||||
}
|
||||
// Android's WindowInsets API returns physical pixels; Bevy UI's Val::Px
|
||||
// expects logical pixels (≈ dp). Divide by the window scale factor so
|
||||
// the HUD band shifts by the correct number of dp on high-DPI devices.
|
||||
let scale = windows.iter().next().map_or(1.0, |w| w.scale_factor());
|
||||
let top_logical = insets.top / scale;
|
||||
for (anchor, mut node) in &mut q {
|
||||
node.top = Val::Px(anchor.base_top + insets.top);
|
||||
node.top = Val::Px(anchor.base_top + top_logical);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -11,6 +11,7 @@ use solitaire_core::pile::PileType;
|
||||
|
||||
use crate::events::{HintVisualEvent, StateChangedEvent};
|
||||
use crate::layout::{compute_layout, Layout, LayoutResource, LayoutSystem};
|
||||
use crate::safe_area::SafeAreaInsets;
|
||||
use crate::resources::GameStateResource;
|
||||
#[cfg(test)]
|
||||
use crate::layout::TABLE_COLOUR;
|
||||
@@ -82,6 +83,7 @@ impl Plugin for TablePlugin {
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
on_safe_area_changed.before(LayoutSystem::UpdateOnResize),
|
||||
on_window_resized.in_set(LayoutSystem::UpdateOnResize),
|
||||
apply_theme_on_settings_change,
|
||||
apply_hint_pile_highlight,
|
||||
@@ -146,6 +148,7 @@ fn setup_table(
|
||||
existing_camera: Query<(), With<Camera>>,
|
||||
settings: Option<Res<SettingsResource>>,
|
||||
bg_images: Option<Res<BackgroundImageSet>>,
|
||||
safe_area: Option<Res<SafeAreaInsets>>,
|
||||
) {
|
||||
// Only spawn a camera if one does not already exist (e.g. a parent app
|
||||
// may have added one in tests).
|
||||
@@ -153,11 +156,15 @@ fn setup_table(
|
||||
commands.spawn(Camera2d);
|
||||
}
|
||||
|
||||
let window_size = windows
|
||||
.iter()
|
||||
.next()
|
||||
.map_or(Vec2::new(1280.0, 800.0), default_window_size);
|
||||
let layout = compute_layout(window_size);
|
||||
let (window_size, scale) = windows.iter().next().map_or(
|
||||
(Vec2::new(1280.0, 800.0), 1.0f32),
|
||||
|w| (default_window_size(w), w.scale_factor()),
|
||||
);
|
||||
// Safe-area insets arrive from JNI asynchronously; they are almost always
|
||||
// 0 here (populated ~frame 2-3). on_safe_area_changed fires when they
|
||||
// arrive and issues a synthetic WindowResized to re-snap all game objects.
|
||||
let safe_area_top = safe_area.as_deref().copied().unwrap_or_default().top / scale;
|
||||
let layout = compute_layout(window_size, safe_area_top);
|
||||
|
||||
let selected_bg = settings.as_ref().map_or(0, |s| s.0.selected_background);
|
||||
|
||||
@@ -279,6 +286,8 @@ fn spawn_pile_markers(commands: &mut Commands, layout: &Layout) {
|
||||
#[allow(clippy::type_complexity)]
|
||||
fn on_window_resized(
|
||||
mut events: MessageReader<WindowResized>,
|
||||
safe_area: Option<Res<SafeAreaInsets>>,
|
||||
windows: Query<&Window>,
|
||||
mut layout_res: Option<ResMut<LayoutResource>>,
|
||||
mut backgrounds: Query<
|
||||
(&mut Sprite, &mut Transform),
|
||||
@@ -290,7 +299,9 @@ fn on_window_resized(
|
||||
return;
|
||||
};
|
||||
let window_size = Vec2::new(ev.width, ev.height);
|
||||
let new_layout = compute_layout(window_size);
|
||||
let scale = windows.iter().next().map_or(1.0, |w| w.scale_factor());
|
||||
let safe_area_top = safe_area.as_deref().copied().unwrap_or_default().top / scale;
|
||||
let new_layout = compute_layout(window_size, safe_area_top);
|
||||
|
||||
if let Some(layout_res) = layout_res.as_deref_mut() {
|
||||
layout_res.0 = new_layout.clone();
|
||||
@@ -318,6 +329,33 @@ fn on_window_resized(
|
||||
// and forth" jitter).
|
||||
}
|
||||
|
||||
/// Bridges the asynchronous safe-area inset update into the synchronous
|
||||
/// window-resize pipeline. When Android's JNI delivers the real inset values
|
||||
/// (typically frame 2-3 of a fresh launch), this system writes a synthetic
|
||||
/// `WindowResized` event carrying the current window size. `on_window_resized`
|
||||
/// (which runs in `LayoutSystem::UpdateOnResize`) will then recompute the
|
||||
/// layout with the correct `safe_area_top`, update `LayoutResource` and the
|
||||
/// pile markers, and `snap_cards_on_window_resize` (running after the set)
|
||||
/// will snap card sprites to the corrected positions.
|
||||
fn on_safe_area_changed(
|
||||
safe_area: Option<Res<SafeAreaInsets>>,
|
||||
windows: Query<(Entity, &Window)>,
|
||||
mut resize_events: MessageWriter<WindowResized>,
|
||||
) {
|
||||
let Some(safe_area) = safe_area else { return; };
|
||||
if !safe_area.is_changed() {
|
||||
return;
|
||||
}
|
||||
let Some((entity, window)) = windows.iter().next() else {
|
||||
return;
|
||||
};
|
||||
resize_events.write(WindowResized {
|
||||
window: entity,
|
||||
width: window.resolution.width(),
|
||||
height: window.resolution.height(),
|
||||
});
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Task #6 — Hint pile-marker highlight
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user