fix(android): adaptive tableau fan fraction fills portrait viewport
On a 360 dp portrait phone the card width is set by the 9-column
horizontal packing (360/9 = 40 dp); the fixed 0.25 fan fraction then
places the worst-case 13-card column in the top ~44 % of the screen,
leaving the bottom 56 % empty black.
`compute_layout` now solves for the fan fraction that exactly uses the
available vertical space below the tableau row:
ideal = avail / (12 * card_height)
On height-limited (desktop) windows ideal ≈ 0.25 and the clamp to the
minimum keeps existing behaviour. On width-limited (portrait phone)
windows the fan expands — ≈ 0.84 at 360 × 800 dp — stretching the
tableau to fill the screen.
Both `tableau_fan_frac` and `tableau_facedown_fan_frac` (scaled
proportionally) are stored on the `Layout` struct. `card_plugin` and
`input_plugin` read from the struct so rendering and hit-testing stay
in sync at every viewport size.
Three new regression tests:
- portrait phone expands fan_frac beyond desktop minimum
- expanded fan fits inside phone viewport (no overflow)
- desktop fan_frac stays at minimum 0.25
Closes P1 "Portrait-first card spacing" in PLAYABILITY_TODO.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -667,9 +667,9 @@ fn card_positions<'a>(game: &'a GameState, layout: &Layout) -> Vec<(&'a Card, Ve
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out.push((card, pos, z));
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if is_tableau {
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let step = if card.face_up {
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TABLEAU_FAN_FRAC
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layout.tableau_fan_frac
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} else {
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TABLEAU_FACEDOWN_FAN_FRAC
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layout.tableau_facedown_fan_frac
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};
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y_offset -= layout.card_size.y * step;
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}
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@@ -33,10 +33,7 @@ use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
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use crate::card_animation::tuning::AnimationTuning;
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use crate::card_animation::{CardAnimation, MotionCurve};
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use crate::card_plugin::{
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CardEntity, HintHighlight, HintHighlightTimer, STACK_FAN_FRAC, TABLEAU_FACEDOWN_FAN_FRAC,
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TABLEAU_FAN_FRAC,
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};
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use crate::card_plugin::{CardEntity, HintHighlight, HintHighlightTimer, STACK_FAN_FRAC};
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use crate::ui_theme::{MOTION_DRAG_REJECT_SECS, STATE_WARNING};
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use solitaire_core::game_state::DrawMode;
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use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
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@@ -614,7 +611,7 @@ fn follow_drag(
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// Move cards to the cursor.
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let bottom_pos = world + drag.cursor_offset;
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let fan = -layout.0.card_size.y * TABLEAU_FAN_FRAC;
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let fan = -layout.0.card_size.y * layout.0.tableau_fan_frac;
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for (i, &id) in drag.cards.iter().enumerate() {
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if let Some((_, mut transform, _)) =
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@@ -875,7 +872,7 @@ fn touch_follow_drag(
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}
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let bottom_pos = world + drag.cursor_offset;
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let fan = -layout.0.card_size.y * TABLEAU_FAN_FRAC;
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let fan = -layout.0.card_size.y * layout.0.tableau_fan_frac;
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for (i, &id) in drag.cards.iter().enumerate() {
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if let Some((_, mut transform, _)) =
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@@ -1047,8 +1044,8 @@ fn point_in_rect(point: Vec2, center: Vec2, size: Vec2) -> bool {
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/// Where a card at `stack_index` in pile `pile` would be rendered.
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///
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/// For tableau columns the per-card fan step depends on the face-up state of
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/// every preceding card — face-down cards step by `TABLEAU_FACEDOWN_FAN_FRAC`,
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/// face-up cards by `TABLEAU_FAN_FRAC`. Mirrors `card_plugin::card_positions`
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/// every preceding card — face-down cards step by `layout.tableau_facedown_fan_frac`,
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/// face-up cards by `layout.tableau_fan_frac`. Mirrors `card_plugin::card_positions`
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/// exactly; any drift creates an offset between the visible card face and
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/// where clicks land.
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fn card_position(game: &GameState, layout: &Layout, pile: &PileType, stack_index: usize) -> Vec2 {
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@@ -1058,9 +1055,9 @@ fn card_position(game: &GameState, layout: &Layout, pile: &PileType, stack_index
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if let Some(pile_cards) = game.piles.get(pile) {
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for card in pile_cards.cards.iter().take(stack_index) {
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let step = if card.face_up {
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TABLEAU_FAN_FRAC
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layout.tableau_fan_frac
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} else {
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TABLEAU_FACEDOWN_FAN_FRAC
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layout.tableau_facedown_fan_frac
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};
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y_offset -= layout.card_size.y * step;
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}
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@@ -1195,7 +1192,7 @@ fn pile_drop_rect(pile: &PileType, layout: &Layout, game: &GameState) -> (Vec2,
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if matches!(pile, PileType::Tableau(_)) {
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let card_count = game.piles.get(pile).map_or(0, |p| p.cards.len());
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if card_count > 1 {
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let fan = -layout.card_size.y * TABLEAU_FAN_FRAC;
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let fan = -layout.card_size.y * layout.tableau_fan_frac;
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let bottom_card_center_y = center.y + fan * (card_count - 1) as f32;
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let top_edge = center.y + layout.card_size.y / 2.0;
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let bottom_edge = bottom_card_center_y - layout.card_size.y / 2.0;
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@@ -52,11 +52,17 @@ const CARD_ASPECT: f32 = 1.4523;
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/// the tableau row.
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const VERTICAL_GAP_FRAC: f32 = 0.2;
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/// Fraction of card height contributed by each additional face-up tableau card
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/// when fanned. Mirrors `card_plugin::TABLEAU_FAN_FRAC` so layout sizing can
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/// solve for a worst-case column without depending on `card_plugin`.
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/// Minimum fraction of card height used as vertical offset between face-up
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/// tableau cards. Used for the height-based sizing candidate (worst-case
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/// column must fit at this fraction). On desktop (height-limited) windows the
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/// adaptive computation returns this value exactly; on portrait phones it
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/// expands to fill available vertical space.
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const TABLEAU_FAN_FRAC: f32 = 0.25;
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/// Minimum fraction for face-down tableau cards. Scales proportionally with
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/// the adaptive face-up fraction so hit-testing and rendering stay in sync.
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const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.12;
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/// Largest possible face-up tableau column in Klondike: a King down to an Ace
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/// after every face-down card has flipped on column 7. Layout sizing must keep
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/// this column inside the visible window.
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@@ -88,6 +94,18 @@ pub struct Layout {
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/// Every `PileType` (Stock, Waste, four Foundations, seven Tableaux) has an
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/// entry. The map always contains exactly 13 entries after `compute_layout`.
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pub pile_positions: HashMap<PileType, Vec2>,
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/// Per-step vertical offset fraction for face-up tableau cards, as a
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/// fraction of `card_size.y`. On height-limited (desktop) windows this
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/// equals `TABLEAU_FAN_FRAC` (0.25); on width-limited (portrait phone)
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/// windows it expands to fill the available vertical space so the tableau
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/// stretches to the bottom of the screen. Card rendering (`card_plugin`)
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/// and hit testing (`input_plugin`) both read from this field so they
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/// stay in sync.
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pub tableau_fan_frac: f32,
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/// Per-step vertical offset fraction for face-down tableau cards, as a
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/// fraction of `card_size.y`. Scales proportionally with `tableau_fan_frac`
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/// (ratio preserved from `TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC`).
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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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@@ -169,9 +187,35 @@ pub fn compute_layout(window: Vec2) -> Layout {
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pile_positions.insert(PileType::Tableau(i), Vec2::new(col_x(i), tableau_y));
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}
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// Adaptive tableau fan fraction. On height-limited (desktop) windows the
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// height-based sizing already ensures a worst-case 13-card column fits at
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// TABLEAU_FAN_FRAC (0.25), so the formula returns ≈0.25 and the clamp
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// keeps it there — no change from prior behaviour. On width-limited
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// (portrait phone) windows card_size is small and lots of vertical space
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// is unused; we solve for the fraction that exactly fills the available
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// space to the bottom margin.
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//
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// avail = distance from the top of the first tableau card to the bottom
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// margin — i.e. the space available for 12 fan steps.
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let avail = (tableau_y - (-window.y / 2.0 + h_gap) - card_height / 2.0).max(0.0);
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let ideal_fan_frac = if card_height > 0.0 {
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avail / ((MAX_TABLEAU_CARDS - 1.0) * card_height)
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} else {
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TABLEAU_FAN_FRAC
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};
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// Never go below the desktop minimum — avoids shrinking the fan on
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// degenerate near-square windows where the formula might undershoot.
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let tableau_fan_frac = ideal_fan_frac.max(TABLEAU_FAN_FRAC);
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// Scale the face-down fraction proportionally so rendering and hit-testing
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// stay in sync (TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC = 0.48 ratio).
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let facedown_scale = TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC;
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let tableau_facedown_fan_frac = tableau_fan_frac * facedown_scale;
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Layout {
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card_size,
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pile_positions,
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tableau_fan_frac,
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tableau_facedown_fan_frac,
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}
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}
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@@ -382,6 +426,50 @@ mod tests {
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);
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}
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/// Portrait phone (width-limited) should expand the fan fraction beyond
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/// the desktop minimum so the tableau fills the available vertical space.
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#[test]
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fn portrait_phone_expands_tableau_fan_frac() {
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let desktop = compute_layout(Vec2::new(1280.0, 800.0));
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let phone = compute_layout(Vec2::new(360.0, 800.0));
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assert!(
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phone.tableau_fan_frac > desktop.tableau_fan_frac,
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"portrait phone fan_frac ({:.3}) should exceed desktop ({:.3})",
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phone.tableau_fan_frac,
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desktop.tableau_fan_frac,
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);
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}
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/// The expanded fan on a portrait phone must not overflow the visible
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/// window — the worst-case 13-card column must stay above the bottom margin.
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#[test]
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fn expanded_fan_fits_phone_viewport() {
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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 tableau_y = layout.pile_positions[&PileType::Tableau(0)].y;
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let card_h = layout.card_size.y;
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let h_gap = layout.card_size.x / 4.0;
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// Bottom of the 13th (worst-case) fanned face-up card.
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let bottom = tableau_y - 12.0 * layout.tableau_fan_frac * card_h - card_h / 2.0;
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let margin = -window.y / 2.0 + h_gap;
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assert!(
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bottom >= margin - 1e-3,
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"worst-case fan overflows phone viewport: bottom={bottom:.1} < margin={margin:.1}",
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);
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}
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/// Desktop (height-limited) must keep the minimum fan fraction so the
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/// existing worst-case-fits-vertically invariant is preserved.
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#[test]
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fn desktop_tableau_fan_frac_is_minimum() {
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let layout = compute_layout(Vec2::new(1280.0, 800.0));
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assert!(
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(layout.tableau_fan_frac - TABLEAU_FAN_FRAC).abs() < 1e-3,
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"desktop fan_frac should stay at minimum {TABLEAU_FAN_FRAC}, got {:.4}",
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layout.tableau_fan_frac,
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);
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}
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#[test]
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fn all_piles_fit_inside_window_horizontally() {
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for window in [
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