fix(android): wire FiraMono to stock-empty label, strip raw safe-area px from HUD spawns, replace tofu chevrons
CR-1: apply_stock_empty_indicator now receives a Handle<Font> from FontResource
so the ↺ label uses FiraMono (Arrows block) instead of the default font.
All three callers (startup, state-change, window-resize) updated.
CR-4: spawn_hud_band, spawn_hud, spawn_hud_avatar, spawn_action_buttons no
longer add SafeAreaInsets physical-pixel values to initial Val::Px offsets.
SafeAreaAnchoredTop/Bottom systems already divide by scale_factor and apply
the correct logical-pixel offset when insets arrive; the initial spawn value
is always 0.0 at Startup on Android anyway. Removed now-unused SafeAreaInsets
import and parameter from all four Startup systems.
H-9: Difficulty section chevrons ▶/▼ (U+25BA/U+25BC, Geometric Shapes — not in
FiraMono) replaced with ASCII ">"/"v" which render correctly on Android.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -20,7 +20,7 @@ use crate::daily_challenge_plugin::DailyChallengeResource;
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use crate::progress_plugin::ProgressResource;
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use crate::settings_plugin::SettingsResource;
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use crate::layout::HUD_BAND_HEIGHT;
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use crate::safe_area::{SafeAreaAnchoredBottom, SafeAreaAnchoredTop, SafeAreaInsets};
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use crate::safe_area::{SafeAreaAnchoredBottom, SafeAreaAnchoredTop};
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use crate::ui_theme::SPACE_2;
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use crate::ui_theme::{
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scaled_duration, ACCENT_PRIMARY, ACCENT_SECONDARY, BG_ELEVATED, BG_ELEVATED_HI,
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@@ -486,13 +486,12 @@ impl Plugin for HudPlugin {
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/// The entity carries no `BackgroundColor` — the green felt shows through.
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/// A slim grey background is handled by each content section individually
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/// (the bottom action bar has its own `BG_HUD_BAND` background).
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fn spawn_hud_band(insets: Option<Res<SafeAreaInsets>>, mut commands: Commands) {
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fn spawn_hud_band(mut commands: Commands) {
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const BASE_TOP: f32 = 0.0;
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let top_inset = insets.as_deref().copied().unwrap_or_default().top;
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commands.spawn((
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(BASE_TOP + top_inset),
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top: Val::Px(BASE_TOP),
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left: Val::Px(0.0),
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width: Val::Percent(100.0),
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height: Val::Px(HUD_BAND_HEIGHT),
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@@ -525,10 +524,8 @@ fn spawn_hud_band(insets: Option<Res<SafeAreaInsets>>, mut commands: Commands) {
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/// make Score the visual protagonist.
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fn spawn_hud(
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font_res: Option<Res<FontResource>>,
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insets: Option<Res<SafeAreaInsets>>,
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mut commands: Commands,
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) {
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let top_inset = insets.as_deref().copied().unwrap_or_default().top;
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let font_handle = font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default();
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let font_score = TextFont {
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font: font_handle.clone(),
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@@ -568,7 +565,7 @@ fn spawn_hud(
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Node {
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position_type: PositionType::Absolute,
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left: VAL_SPACE_3,
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top: Val::Px(SPACE_2 + top_inset),
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top: Val::Px(SPACE_2),
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flex_direction: FlexDirection::Column,
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// Cap the column at 50% of viewport so on narrow
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// (mobile) widths the inner tier rows have a bounded
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@@ -701,13 +698,11 @@ fn spawn_hud(
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/// `AvatarResource` or `SettingsResource` later changes.
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fn spawn_hud_avatar(
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font_res: Option<Res<FontResource>>,
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insets: Option<Res<SafeAreaInsets>>,
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avatar: Option<Res<AvatarResource>>,
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settings: Option<Res<SettingsResource>>,
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mut commands: Commands,
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) {
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const SIZE: f32 = 32.0;
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let top_inset = insets.as_deref().copied().unwrap_or_default().top;
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let id = commands
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.spawn((
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HudAvatar,
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@@ -715,7 +710,7 @@ fn spawn_hud_avatar(
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Tooltip::new("Your profile — tap to open."),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(SPACE_2 + top_inset),
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top: Val::Px(SPACE_2),
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right: VAL_SPACE_3,
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width: Val::Px(SIZE),
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height: Val::Px(SIZE),
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@@ -834,10 +829,8 @@ fn handle_avatar_button(
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/// on its own visual edge.
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fn spawn_action_buttons(
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font_res: Option<Res<FontResource>>,
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insets: Option<Res<SafeAreaInsets>>,
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mut commands: Commands,
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) {
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let bottom_inset = insets.as_deref().copied().unwrap_or_default().bottom;
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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: TYPE_BODY,
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@@ -873,13 +866,13 @@ fn spawn_action_buttons(
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);
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// Bottom bar: full-width, centered, sits above the gesture-navigation zone.
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// `bottom` is set to `bottom_inset` initially; `SafeAreaAnchoredBottom` keeps
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// it correct as Android insets arrive in later frames.
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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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commands
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.spawn((
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::Px(bottom_inset),
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bottom: Val::Px(0.0),
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left: Val::Px(0.0),
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width: Val::Percent(100.0),
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flex_direction: FlexDirection::Row,
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