refactor(engine): audit and rationalize platform cfg gates (closes #49)
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
@@ -41,6 +41,7 @@ use crate::game_plugin::GameMutation;
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#[cfg(target_os = "android")]
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use crate::input_plugin::TouchDragSet;
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use crate::layout::LayoutSystem;
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use crate::platform::{SHOW_KEYBOARD_ACCELERATORS, USE_TOUCH_UI_LAYOUT};
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#[cfg(target_os = "android")]
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use crate::pause_plugin::PausedResource;
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use crate::resources::GameStateResource;
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@@ -140,9 +141,8 @@ pub struct HudColumn;
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#[derive(Component, Debug)]
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pub struct HudActionBar;
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/// Marker on the text node inside each action-bar button (Android only).
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/// Marker on the text node inside each touch-layout action-bar button.
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/// Used by `resize_action_bar_labels` to update font size on window resize.
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#[cfg(target_os = "android")]
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#[derive(Component, Debug)]
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struct ActionButtonLabel;
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@@ -309,6 +309,23 @@ pub struct HintButton;
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#[cfg(target_os = "android")]
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pub(crate) const ANDROID_HINT_LABEL: &str = "!";
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#[cfg(target_os = "android")]
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const ACTION_BAR_LABELS: [&str; 7] = ["\u{2261}", "\u{2190}", "||", "?", ANDROID_HINT_LABEL, "M", "+"];
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#[cfg(not(target_os = "android"))]
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const ACTION_BAR_LABELS: [&str; 7] = ["Menu \u{2193}", "Undo", "Pause", "Help", "Hint", "Modes \u{2193}", "New Game"];
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#[cfg(target_os = "android")]
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const ACTION_BAR_COLUMN_GAP: Val = Val::Px(4.0);
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#[cfg(not(target_os = "android"))]
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const ACTION_BAR_COLUMN_GAP: Val = VAL_SPACE_2;
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#[cfg(target_os = "android")]
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const ACTION_POPOVER_BOTTOM_PX: f32 = 200.0;
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#[cfg(not(target_os = "android"))]
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const ACTION_POPOVER_BOTTOM_PX: f32 = 80.0;
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#[cfg(target_os = "android")]
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const HINT_WON_MSG: &str = "Game won! Tap New Game to play again";
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#[cfg(not(target_os = "android"))]
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const HINT_WON_MSG: &str = "Game won! Press N for a new game";
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/// Marker on the "Modes" action button. Click toggles the [`ModesPopover`]
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/// (a small dropdown panel) below the action bar. Each popover row starts
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/// the corresponding game mode.
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@@ -857,53 +874,13 @@ fn spawn_action_buttons(
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windows: Query<&Window>,
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mut commands: Commands,
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) {
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// On Android the glyph labels must scale with the viewport so they remain
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// legible on any screen density. Use the window width at startup; the
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// resize_action_bar_labels system keeps this current on window changes.
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#[cfg(target_os = "android")]
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let action_font_size = {
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let w = windows.iter().next().map_or(900.0, |win| win.width());
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action_bar_font_size(w)
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};
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#[cfg(not(target_os = "android"))]
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let action_font_size = TYPE_BODY;
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#[cfg(not(target_os = "android"))]
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let _windows = windows;
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let action_font_size = action_bar_font_size(windows.iter().next().map_or(900.0, |win| win.width()));
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let font = TextFont {
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font: font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default(),
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font_size: action_font_size,
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..default()
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};
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// On Android, compact Unicode symbols fit all 7 buttons in one row.
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// On desktop, keep the descriptive text labels.
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#[cfg(target_os = "android")]
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let col_gap = Val::Px(4.0);
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#[cfg(not(target_os = "android"))]
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let col_gap = VAL_SPACE_2;
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#[cfg(target_os = "android")]
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let labels = (
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/* menu */ "\u{2261}", // ≡ identical-to (Arrows/Math-Op, confirmed FiraMono)
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/* undo */ "\u{2190}", // ← leftwards arrow (Arrows block, confirmed FiraMono)
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/* pause */ "||", // || ASCII double-pipe — ‖ (U+2016) absent from FiraMono
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/* help */ "?",
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/* hint */ ANDROID_HINT_LABEL,
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/* modes */ "M", // plain ASCII — U+21BB and U+21C4 both render as tofu on FiraMono
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/* new */ "+",
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);
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#[cfg(not(target_os = "android"))]
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let labels = (
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"Menu \u{2193}",
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"Undo",
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"Pause",
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"Help",
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"Hint",
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"Modes \u{2193}",
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"New Game",
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);
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// Bottom bar: full-width, centered, sits above the gesture-navigation zone.
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// `SafeAreaAnchoredBottom` applies the correct logical-pixel inset once
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// Android reports it (frames 1-3); initial value is 0.0.
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@@ -917,7 +894,7 @@ fn spawn_action_buttons(
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flex_direction: FlexDirection::Row,
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flex_wrap: FlexWrap::Wrap,
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justify_content: JustifyContent::Center,
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column_gap: col_gap,
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column_gap: ACTION_BAR_COLUMN_GAP,
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row_gap: VAL_SPACE_2,
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align_items: AlignItems::Center,
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padding: UiRect {
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@@ -938,13 +915,13 @@ fn spawn_action_buttons(
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// so Tab cycles the action bar in visual reading order.
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// Undo and Pause are the primary gameplay actions — full brightness.
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// Menu, Help, Hint, Modes, New are navigation/utility — dimmed.
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spawn_action_button(row, MenuButton, labels.0, None, "Open Stats, Achievements, Profile, Settings, or Leaderboard.", &font, 0, TEXT_SECONDARY);
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spawn_action_button(row, UndoButton, labels.1, Some("U"), "Take back your last move. Costs points and blocks No Undo.", &font, 1, TEXT_PRIMARY);
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spawn_action_button(row, PauseButton, labels.2, Some("Esc"), "Pause the game and freeze the timer.", &font, 2, TEXT_PRIMARY);
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spawn_action_button(row, HelpButton, labels.3, Some("F1"), "Show controls, rules, and keyboard shortcuts.", &font, 3, TEXT_SECONDARY);
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spawn_action_button(row, HintButton, labels.4, Some("H"), "Highlight a suggested move. Cycles through alternatives on repeat taps.", &font, 4, TEXT_SECONDARY);
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spawn_action_button(row, ModesButton, labels.5, None, "Switch modes: Classic, Daily, Zen, Challenge, Time Attack.", &font, 5, TEXT_SECONDARY);
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spawn_action_button(row, NewGameButton,labels.6, Some("N"), "Start a fresh deal. Confirms first if a game is in progress.", &font, 6, TEXT_SECONDARY);
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spawn_action_button(row, MenuButton, ACTION_BAR_LABELS[0], None, "Open Stats, Achievements, Profile, Settings, or Leaderboard.", &font, 0, TEXT_SECONDARY);
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spawn_action_button(row, UndoButton, ACTION_BAR_LABELS[1], Some("U"), "Take back your last move. Costs points and blocks No Undo.", &font, 1, TEXT_PRIMARY);
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spawn_action_button(row, PauseButton, ACTION_BAR_LABELS[2], Some("Esc"), "Pause the game and freeze the timer.", &font, 2, TEXT_PRIMARY);
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spawn_action_button(row, HelpButton, ACTION_BAR_LABELS[3], Some("F1"), "Show controls, rules, and keyboard shortcuts.", &font, 3, TEXT_SECONDARY);
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spawn_action_button(row, HintButton, ACTION_BAR_LABELS[4], Some("H"), "Highlight a suggested move. Cycles through alternatives on repeat taps.", &font, 4, TEXT_SECONDARY);
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spawn_action_button(row, ModesButton, ACTION_BAR_LABELS[5], None, "Switch modes: Classic, Daily, Zen, Challenge, Time Attack.", &font, 5, TEXT_SECONDARY);
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spawn_action_button(row, NewGameButton, ACTION_BAR_LABELS[6], Some("N"), "Start a fresh deal. Confirms first if a game is in progress.", &font, 6, TEXT_SECONDARY);
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});
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}
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@@ -973,25 +950,16 @@ fn spawn_action_button<M: Component>(
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) {
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// Hotkey hint chips ("U", "Esc", "F1", "N") are meaningless on a
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// touch device — the button itself is the affordance — and they
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// visibly clutter the narrow-viewport action row. Force the hint
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// off on Android; the chevrons on Menu/Modes remain because they
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// indicate dropdown behaviour and still apply on touch.
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let hotkey = if cfg!(target_os = "android") { None } else { hotkey };
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// visibly clutter the narrow-viewport action row. The chevrons on
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// Menu/Modes remain because they indicate dropdown behaviour.
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let hotkey = if SHOW_KEYBOARD_ACCELERATORS { hotkey } else { None };
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let hotkey_font = TextFont {
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font: font.font.clone(),
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font_size: TYPE_CAPTION,
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..default()
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};
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// On Android, use tighter padding and a slightly smaller min-size so all
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// 7 icon-label buttons fit in one row on a ~411 dp phone. 44 dp ≥
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// Apple's minimum touch target; padding of 4 dp each side keeps the icon
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// centred with room to breathe. On desktop, keep the comfortable 48 dp
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// floor and 8 dp side padding.
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#[cfg(target_os = "android")]
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let (pad, min_w, min_h) = (UiRect::axes(Val::Px(4.0), Val::Px(4.0)), Val::Px(52.0), Val::Px(44.0));
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#[cfg(not(target_os = "android"))]
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let (pad, min_w, min_h) = (UiRect::axes(VAL_SPACE_2, VAL_SPACE_2), Val::Px(48.0), Val::Px(48.0));
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let (pad, min_w, min_h) = action_button_metrics();
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row.spawn((
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marker,
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@@ -1017,10 +985,7 @@ fn spawn_action_button<M: Component>(
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HighContrastBorder::with_default(BORDER_SUBTLE),
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))
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.with_children(|b| {
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#[cfg(target_os = "android")]
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b.spawn((ActionButtonLabel, Text::new(label), font.clone(), TextColor(text_color)));
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#[cfg(not(target_os = "android"))]
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b.spawn((Text::new(label), font.clone(), TextColor(text_color)));
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spawn_action_button_label(b, label, font, text_color);
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if let Some(key) = hotkey {
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// Hotkey hint rendered as a dim caption next to the label —
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// keeps the keyboard accelerator discoverable without
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@@ -1096,11 +1061,7 @@ fn handle_hint_button(
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}
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let Some(ref g) = game else { return };
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if g.0.is_won {
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#[cfg(target_os = "android")]
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let won_msg = "Game won! Tap New Game to play again";
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#[cfg(not(target_os = "android"))]
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let won_msg = "Game won! Press N for a new game";
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info_toast.write(InfoToastEvent(won_msg.to_string()));
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info_toast.write(InfoToastEvent(HINT_WON_MSG.to_string()));
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return;
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}
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if let (Some(cfg), Some(hint)) = (solver_config.as_ref(), pending_hint.as_mut()) {
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@@ -1195,10 +1156,7 @@ fn spawn_modes_popover(
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// Popover opens upward from just above the bottom action bar.
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// Use a platform-aware offset that clears the bar height + safe-area
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// gesture zone on Android, and the flat bar height on desktop.
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#[cfg(target_os = "android")]
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let popover_bottom = Val::Px(200.0);
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#[cfg(not(target_os = "android"))]
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let popover_bottom = Val::Px(80.0);
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let popover_bottom = Val::Px(ACTION_POPOVER_BOTTOM_PX);
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commands
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.spawn((
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@@ -1393,10 +1351,7 @@ fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&FontResource>)
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];
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// Same upward-opening placement as ModesPopover.
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#[cfg(target_os = "android")]
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let popover_bottom = Val::Px(200.0);
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#[cfg(not(target_os = "android"))]
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let popover_bottom = Val::Px(80.0);
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let popover_bottom = Val::Px(ACTION_POPOVER_BOTTOM_PX);
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commands
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.spawn((
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@@ -2511,14 +2466,37 @@ fn restore_hud_on_modal(
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}
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}
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/// Returns the action-bar glyph font size for a given logical window width.
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/// Scales linearly so glyphs remain legible at any phone density.
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#[cfg(target_os = "android")]
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/// Returns the action-bar label font size for a given logical window width.
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fn action_bar_font_size(window_width: f32) -> f32 {
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// ~1/40 of the window width gives ~22 px on a 900 logical-px phone.
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// Clamped so it never goes too tiny on narrow viewports or too large
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// on landscape tablets.
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(window_width / 40.0).clamp(16.0, 30.0)
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if USE_TOUCH_UI_LAYOUT {
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// ~1/40 of the window width gives ~22 px on a 900 logical-px phone.
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// Clamped so it never goes too tiny on narrow viewports or too large
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// on landscape tablets.
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(window_width / 40.0).clamp(16.0, 30.0)
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} else {
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TYPE_BODY
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}
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}
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fn action_button_metrics() -> (UiRect, Val, Val) {
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if USE_TOUCH_UI_LAYOUT {
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(UiRect::axes(Val::Px(4.0), Val::Px(4.0)), Val::Px(52.0), Val::Px(44.0))
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} else {
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(UiRect::axes(VAL_SPACE_2, VAL_SPACE_2), Val::Px(48.0), Val::Px(48.0))
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}
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}
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fn spawn_action_button_label(
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parent: &mut ChildSpawnerCommands,
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label: &str,
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font: &TextFont,
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text_color: Color,
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) {
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if USE_TOUCH_UI_LAYOUT {
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parent.spawn((ActionButtonLabel, Text::new(label), font.clone(), TextColor(text_color)));
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} else {
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parent.spawn((Text::new(label), font.clone(), TextColor(text_color)));
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}
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}
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/// Resizes the glyph text inside every [`ActionButtonLabel`] to match the
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