MAX_DYNAMIC_FAN_FRAC 0.6 -> 0.9 so the dynamic tableau fill spreads
further on very tall / narrow viewports (e.g. a foldable cover screen),
which were left ~40% empty at the cap. Fills the unfolded near-square
screen to ~100% and lets the cover screen fill further (and the rest fills
as columns deepen during play). Normal phones are unaffected — their fill
fraction is already below the cap. apply_dynamic_tableau_fan still floors
at TABLEAU_FAN_FRAC and deeper columns drive the fraction down, so nothing
overflows and hit-testing stays in sync.
Vertical centring of the residual was investigated but dropped: a 21:9
phone is aspect-identical to the cover screen, so centring can't be
targeted to foldables without also disconnecting the board from the HUD on
tall phones.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
On a near-square viewport (e.g. an unfolded Galaxy Fold) a fresh deal left
the bottom ~40% of the screen empty: the dynamic fan (update_tableau_fan_frac)
measured only face-up column depth and returned early at a fresh deal (face-up
depth 1), so it never spread the tableau, and the deep face-down stacks were
ignored. The cold-start deal also never fired StateChangedEvent, and on Android
the safe-area-inset resize (frames 1-3) reset the fan to compute_layout's
sparse worst-case value, so even the post-move fill was wiped.
Move the fill into layout::apply_dynamic_tableau_fan, driven by each column's
TOTAL weighted depth (face-down cards count, scaled by the face-down/face-up
step ratio) so the deepest column fills the available height. Run it in three
places so every path stays filled: PostStartup (cold-start deal), on
StateChangedEvent (moves), and inside on_window_resized after compute_layout
(safe-area resize + fold/unfold). MAX_DYNAMIC_FAN_FRAC caps the spread so a
near-empty column keeps readable overlap; TABLEAU_FAN_FRAC floors it. Deeper
columns drive the fraction down so everything still fits — no overflow.
card_position/card_positions read the same fractions, so hit-testing stays
in sync.
Adds regression tests: cold-start deal fills the fan, and a resize re-fills it.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add [workspace.lints.rust] and wire each member crate up with
[lints] workspace = true:
unsafe_code = "deny" (forbid would break the Android JNI build)
single_use_lifetimes = "warn"
trivial_casts = "warn"
unused_lifetimes = "warn"
unused_qualifications = "warn"
variant_size_differences = "warn"
unexpected_cfgs = "warn"
unsafe_code is "deny" rather than the issue's "forbid" so the three
Android JNI FFI modules (android_keystore, android_clipboard, safe_area)
can opt back in with a scoped #![allow(unsafe_code)] — forbid cannot be
locally overridden. Pure crates carry no unsafe and stay clean.
Clean up the warnings the new lints surface:
- 150ish unused_qualifications removed via `cargo fix` (purely syntactic
redundant-path-prefix removals).
- table_plugin: the TABLE_COLOUR import was #[cfg(test)]-gated while the
camera clear-colour used the fully-qualified path; unqualifying it left
a non-test build with no import. Made the import unconditional instead.
- assets/sources: the `as &[u8]` casts in embed_*_svg! coerce each
fixed-size &[u8; N] to a uniform slice so the tuples fit the
&[(&str, &[u8])] arrays — load-bearing, so scoped #[allow(trivial_casts)].
Workspace clippy -D warnings and the full test suite pass. Android build
not compiled here (needs the NDK; built separately per CLAUDE.md §15) —
the deny + scoped-allow keeps the JNI unsafe blocks legal.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
All downstream crates now import Foundation, KlondikePile, Tableau,
Klondike, Session, Suit, Rank exclusively from solitaire_core.
solitaire_core is the single version-pin point for the upstream crates.
- solitaire_engine: 19 files updated, klondike direct dep removed
- solitaire_wasm: use statement updated, klondike direct dep removed
- solitaire_data: unused klondike dep removed
- Cargo.lock: klondike no longer a direct dep of engine/wasm/data
- Full workspace clippy clean, all tests pass
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Apply cargo fmt to solitaire_engine, solitaire_server formatting.
- solitaire_server/src/lib.rs: add https://analytics.aleshym.co to
script-src, img-src, and connect-src so the analytics beacon loads
without a CSP violation.
- docs and README updates.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Replace PileType with typed KlondikePile (Foundation/Tableau variants)
throughout solitaire_core, solitaire_wasm, and solitaire_engine;
ReplayMove now uses SavedKlondikePile for serialisation stability
- Split replay_overlay.rs into replay_overlay/ module (mod, format,
input, update, tests) for maintainability
- Add klondike dep to solitaire_engine and solitaire_data Cargo.toml
- Add TestPileState infrastructure to game_state.rs for engine unit tests
- Rebuild solitaire_wasm pkg (js + wasm artefacts updated)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- #66: Clamp safe-area insets to 25% of window height with warn!() on excess
- #68: Move fire_flush outside per-event loop in analytics (batch flush once)
- #56: Persist progress before marking reward_granted to prevent XP loss on crash
- #60: Add DateRolloverTimer + check_date_rollover system for midnight seed refresh
- #62: Add validate_header() in replay upload with mode/draw_mode allowlists
- #61: Restore two-query leaderboard opt-in check (SELECT then UPDATE); original
queries already in .sqlx cache; EXISTS variant would require sqlx prepare
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
- radial_menu: replace active_id.unwrap() with let Some guard — no
runtime panic possible even if DragState races (§2.3)
- card_plugin: add bottom-right AndroidCornerBg overlay to mask the
rotated baked-in text on classic PNG cards (mirrors top-left treatment)
- hud_plugin: bump Android action button min_width 44→52 px to give
~22px glyphs adequate padding after dynamic font-size increase
- layout: fix doc-lazy-continuation clippy lint in BOTTOM_BAR_HEIGHT comment
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
compute_layout only subtracted safe_area_bottom (OS gesture/nav bar) from
the vertical budget, but the app's own action bar (≡ ← || ? ! M +) sits
*above* that zone — invisible to safe_area_bottom. On Android the bar is
60 px tall (44 px min-height buttons + 8 px top + 8 px bottom bar padding),
so deep tableau columns scrolled 60 px behind the button row.
Fix: add BOTTOM_BAR_HEIGHT (60 px Android, 0 desktop) to safe_area_bottom
before both affected calculations:
• card_width_height_based — height-based card sizing
• avail — budget fed to update_tableau_fan_frac for adaptive fan spacing
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
card_plugin: AndroidCornerLabel used CARD_FACE_COLOUR (dark ~#1a1a1a) as
the background and BLACK_SUIT_COLOUR (near-white) for clubs/spades text —
both designed for the Terminal theme. On classic PNG cards (white face),
this produced an ugly dark box with invisible black-suit text. Switch the
corner-label background to Color::WHITE and black-suit text to
CARD_FACE_COLOUR (dark ink on white), matching traditional card printing.
layout: HUD_BAND_HEIGHT on Android raised 80 → 112 px. The HUD column has
4 flex tiers plus 3 inter-tier gaps (4 px each) and a SPACE_2 = 8 px top
offset. With empty tiers still occupying gap height in Bevy's flex layout,
the actual rendered HUD could reach ~80 px, overlapping the top card row
by up to one text line. 112 px provides ~28 px clearance in the common
case (Tiers 1 + 3 visible) and remains workable even when Tier 1 wraps.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Core (solitaire_core):
- fix(scoring): apply -15 penalty for Foundation→Tableau moves when
take_from_foundation is enabled; update test
- fix(solver): is_won() validates full Ace→King suit sequence, not
just card count — prevents hint system from emitting invalid paths
Engine — animation / layout:
- fix(animation): guard CardAnim advance against duration=0 to prevent
NaN-poisoned Transform (analogous to CardAnimation's instant-snap path)
- fix(card_plugin): align TABLEAU_FAN_FRAC (0.25→0.18) and
TABLEAU_FACEDOWN_FAN_FRAC (0.20→0.14) with layout.rs so the initial
layout and first dynamic update produce identical fan spacing
- fix(layout): update tableau_fan_frac doc comment from 0.25→0.18
Engine — ECS / modal guards:
- fix(auto_complete): drive_auto_complete now checks PausedResource so
cooldown does not tick while paused (prevents instant-move on unpause)
- fix(play_by_seed): handle_open_dialog checks global ModalScrim guard
to prevent stacking over an existing modal
- fix(win_summary): spawn_win_summary_after_delay checks global
ModalScrim guard; collect_session_achievements uses .next() not
.last() to avoid draining the new_games stream
Engine — message registration:
- fix(leaderboard): register InfoToastEvent in LeaderboardPlugin::build
so opt-in/opt-out toasts work under MinimalPlugins
- fix(replay_playback): register StateChangedEvent in
ReplayPlaybackPlugin::build to prevent panic when used standalone
Security:
- fix(sync_setup): zero password SyncFieldBuffer immediately after
spawning auth task — credential must not linger in ECS components
Server:
- fix(auth): replace MIME contains-chain with exact match for avatar
upload; removes illusory starts_with guard and dead ALLOWED_IMAGE_TYPES
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Bug 1 (card_plugin): waste Draw-Three fan step was a fixed 0.28×card_width,
chosen for the desktop gap ratio (H_GAP_DIVISOR=4). On Android
(H_GAP_DIVISOR=32) the column spacing is only 1.031×card_width, so the same
fraction pushed the top fanned card's centre past the waste column's right
edge. Fix: derive fan_step from column spacing × 0.224 — preserves 0.28×cw
on desktop while reducing to ≈0.231×cw on Android, keeping fanned cards
within their column footprint. Adds regression test on 900×2000 portrait window.
Bug 2 (safe_area): refresh_insets stored its retry counter as Local<u32>,
making it impossible to re-arm after a background/foreground cycle. On resume
the counter was already saturated so JNI was never re-queried; layouts
computed with stale (zero) insets pushed the top card row up under the HUD.
Fix: convert tries to SafeAreaPollTries Resource; add android::rearm_on_resumed
which resets both counter and SafeAreaInsets on AppLifecycle::WillResume so
the poller re-fires; add on_app_resumed (all platforms) which emits a synthetic
WindowResized on WillResume to immediately trigger layout recomputation. Adds
pure-function regression test in layout.rs pinning the suspend→resume invariant.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
On Android, face-up cards now render a large rank+suit overlay in
the upper-left corner (FONT_SIZE_FRAC_MOBILE = 0.35 × card_width,
using Anchor::TOP_LEFT) so the rank and suit are legible at phone
scale. The baked-in SVG art corner text is only ~10–15 px physical;
the overlay is ~52 px physical — roughly 3-4× larger.
Accompanying changes:
- H_GAP_DIVISOR on Android raised 8 → 32, widening cards from
112.5 → 124.1 logical px (135 → 149 physical px on Pixel 7 AVD).
- AndroidCornerLabel marker component tracks overlay entities so
resize_android_corner_labels can update font-size + transform
on orientation change without a full card respawn.
- Uses text_colour() for overlay tint so black suits render as
near-white (BLACK_SUIT_COLOUR) on the dark Terminal card face,
matching the existing fallback overlay behaviour.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Bug A: Replace U+21C4 (tofu on FiraMono) with plain ASCII "M" on the
Modes action button.
Bug B: HudAvatar disc was invisible against BG_HUD_BAND (same dark
grey). Switch background to ACCENT_PRIMARY and text to TEXT_PRIMARY so
the disc is clearly visible.
Bug C/D: toggle_hud_on_tap improvements:
- Drain buffered TouchInput events in the early-return path (scrim
present or paused) so the modal-dismiss frame does not replay the
button tap's Started+Ended pair as a spurious toggle.
- Stop clearing start_pos on TouchPhase::Moved — Android fires Moved
even for clean taps (jitter), and the distance check at Ended already
rejects real drags via drag.is_idle(). Clearing it silently swallowed
toggle attempts on physical devices.
- Increase HUD_TAP_SLOP_PX from 15 → 25 for better tap recognition.
Also reduces Android HUD_BAND_HEIGHT from 128 → 80 px now that action
buttons live in the bottom bar rather than the top band.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
On Android, a short tap on the empty game area (not on a card) toggles
the HUD band, info column, and action bar between Visible and Hidden.
Layout recomputes with band_h=0 when hidden so cards fill the full
screen. Any modal open restores the HUD to Visible automatically.
- hud_plugin: HudVisibility resource, HudBand/HudColumn/HudActionBar
markers, apply_hud_visibility (fires synthetic WindowResized),
restore_hud_on_modal, and Android-only toggle_hud_on_tap +
HudTapTracker (15 px slop, skips card taps via DragState.is_idle())
- layout: compute_layout gains hud_visible: bool; passes band_h=0.0
when hidden; all callers updated
- input_plugin: TouchDragSet (AfterStartDrag / BeforeEndDrag) public
system-set anchors for cross-plugin ordering
- table_plugin: setup_table + on_window_resized read HudVisibility and
pass hud_visible to compute_layout
- Desktop behaviour is unchanged (HudVisibility always Visible, tap
system is #[cfg(target_os = "android")] gated)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- camera clear colour → TABLE_COLOUR green so the background reads as
felt even before bg_0.png finishes loading (async on Android)
- foundation empty markers now show "A" child text (same pattern as the
"K" on tableau markers) — no suit letter since any Ace claims any slot
- HUD_BAND_HEIGHT = 128 on Android to accommodate the two-row button
wrap on narrow phones; card grid reserves this space so buttons no
longer overlap the top card row
- TABLEAU_FACEDOWN_FAN_FRAC 0.12 → 0.20 (layout.rs + card_plugin.rs):
face-down stacks show ~67% more back strip per card on fresh deal,
bringing the deepest column from ~27% to ~40% of available screen height
- update_tableau_fan_frac: return early when max face-up depth ≤ 1
instead of overwriting the layout-computed adaptive value with the
desktop minimum (0.25); fixes a regression where the portrait-phone
adaptive fan_frac was silently snapped to 0.25 on every new deal
- update_tableau_fan_frac: also propagate facedown_fan_frac updates in
the mid-game path (previously computed but immediately discarded)
- Android HUD buttons: compact Unicode icon labels (≡ ↩ ? ⏸ ⚙▾ +) with
tighter padding (4 dp) and min-size (44 dp), max-width 90% — all 7
buttons fit in a single 44 dp row on a 411 dp phone
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Single-tap auto-move (input_plugin):
- Remove 0.5 s double-tap window; any uncommitted TouchPhase::Ended on
a face-up card now fires MoveRequestEvent immediately.
Bottom safe-area inset (layout, table_plugin):
- compute_layout gains safe_area_bottom param; height budget and bottom
margin both respect the navigation bar reservation.
Card back contrast (card_plugin):
- CardBackFrame child sprite (gray, card_size + 3 px, local z=-0.01)
spawned behind every face-down card so the dark back_0.png reads as
a distinct rectangle against the dark felt.
HUD action bar compactness (hud_plugin):
- max_width 50% → 65% on the action button row; 6 buttons now wrap to
2 rows instead of 3 on a 360 dp phone.
Dynamic tableau fan fraction (layout, card_plugin):
- Layout gains available_tableau_height field.
- update_tableau_fan_frac system (after GameMutation, before
sync_cards_on_change) grows face-up fan from 0.25 to the window max
as revealed column depth increases. Face-down fan is left at the
window-adaptive value so stacks stay visible.
ModesPopover + MenuPopover light-dismiss (hud_plugin):
- Fullscreen transparent Button backdrop spawned at Z_HUD+4 behind each
popover; tapping outside the panel despawns both panel and backdrop.
Stock badge legibility (card_plugin):
- Badge font TYPE_CAPTION (11 pt) → TYPE_BODY (14 pt); background
sprite 28×16 → 34×20 world units.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
`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>
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>
`compute_layout` runs `window.max(MIN_WINDOW)`, which acts as a
component-wise floor: any window smaller than MIN_WINDOW on either
axis gets clamped up. The previous floor of 800x600 was set with
desktop in mind, but on Android the OS-provided window size is the
device resolution (~360 dp wide on a typical phone) and the clamp
silently re-laid the board for an 800 dp width.
Side effect: total grid width (9 * card_width) became ~800 px on a
360 dp viewport, so the leftmost foundation x-position fell past
-180 and the rightmost tableau pile past +180 — both clipped at
the visible edges, matching the v0.22.3 hardware screenshot.
Lowered MIN_WINDOW to 320x400, below the smallest reasonable phone
(~360x640), so every real device flows through compute_layout
unclamped. The floor is preserved as a sentinel against degenerate
windows (Bevy can briefly report 0-size during startup or after
minimisation on some compositors). Desktop's "minimum supported
playable size" is enforced separately via WindowResizeConstraints
in solitaire_app.
Updates `layout_below_minimum_clamps_to_minimum` to use values
below the new floor, and adds a new regression test
`phone_portrait_layout_fits_horizontally` that asserts all 13
piles fit inside a 360 x 800 dp viewport.
Closes P0 #4 of docs/android/PLAYABILITY_TODO.md. 855 engine tests
pass; clippy clean.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Cards rendered ~3.6 % squashed vertically because layout.rs assumed a
1.4 height/width ratio while the bundled hayeah/playing-cards-assets
SVGs are natively 167.087 × 242.667 (= 1.4523). The mismatch meant
every face was scaled to fit a too-short box; pip arrangements and
court-card art read slightly compressed.
Bumps CARD_ASPECT to 1.4523 to match the SVG. The vertical-budget
math in compute_layout (the height-based card_width candidate) uses
CARD_ASPECT algebraically, so the tableau-fits-on-screen check
adapts automatically — slightly smaller cards on aspect-ratio-tight
windows, no visible regression on standard 16:9.
Doc comments referencing the old 1.4 literal updated to point at
CARD_ASPECT instead so this can't drift again.
All 982 tests pass — the existing layout/test sentinel
(card_size.y / card_size.x - CARD_ASPECT) used the constant by name
and adapted for free.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Standard Klondike behaviour: any Ace can land in any empty foundation,
and that slot then claims the suit until the pile empties. The
previous PileType::Foundation(Suit) variant pre-assigned each of the
four foundations to a fixed suit ("C / D / H / S" placeholders) and
rejected mismatched Aces — non-standard and (per the smoke-test
feedback) confusing.
Replaces the variant payload with a slot index Foundation(u8) (0..=3)
and derives the claimed suit from the bottom card via a new
Pile::claimed_suit() method. The bottom card is, by construction,
the Ace that established the claim; using it directly eliminates an
entire class of "stuck claim after undo" bugs that a separate
claimed_suit field would have introduced.
can_place_on_foundation drops its suit parameter — the rule reduces
to "empty pile accepts any Ace; non-empty pile accepts the next
rank up of the bottom card's suit." Iteration sites across
input_plugin, cursor_plugin, selection_plugin, card_plugin,
auto_complete_plugin, game_plugin, layout, and hud_plugin all swap
the four-suit list for `(0..4u8).map(PileType::Foundation)`.
next_auto_complete_move now prefers a slot whose claimed_suit matches
the candidate card before falling back to the first empty slot for
an Ace — so the same suit consistently auto-targets the same slot
across the whole game, matching player expectations.
The HUD selection label and the hint toast read claimed_suit() and
fall back to "Foundation N" / "move to foundation" only when the
slot is empty. Empty foundation pile markers no longer render the
suit-letter children — they're plain translucent rectangles, matching
empty tableau placeholders.
Save-format invalidation: GameState gains a schema_version field
(serde-default to 1 for back-compat parsing of old files), the
constant is bumped to 2, and load_game_state_from rejects mismatched
schemas. Old in-progress saves silently fall through to "fresh game
on launch" — the user accepted this loss given the mechanic change.
Stats / progress / achievements / settings live in separate files,
contain no PileType data, and are unaffected.
9 new tests pin the contract:
- Pile::claimed_suit returns None for empty / non-foundation, Some
for non-empty foundation
- Any Ace lands in the first empty foundation; successive Aces
distribute across slots 0..3
- Claim drops when the slot is emptied via undo
- Auto-complete picks the slot with a matching claim, not the first
empty slot
- A v1-format game_state.json is rejected; sibling stats save/load
is unaffected
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Player report: the action button bar (Menu / Undo / Pause / Help /
Modes / New Game) and Score / Moves / Timer text were sharing the
same vertical band as the stock + foundation row, with no visual
separation. The HUD read as part of the play surface.
Two-part fix:
1. layout.rs reserves HUD_BAND_HEIGHT (64 px) at the top of the
window. Card-grid math takes that off the available vertical
budget so cards still fit; top_y shifts down by the same amount.
New layout test pins the reservation. Existing
worst_case_tableau_fits_vertically tests verify the height-budget
arithmetic still holds.
2. hud_plugin.rs spawns a translucent purple band (BG_HUD_BAND, new
token in ui_theme.rs at the BG_BASE hue with 0.70 alpha) filling
that reserved zone. Z-index sits one rung below Z_HUD so action
buttons paint on top while the band reads as their container. The
band's bottom edge lines up with the top edge of the highest
playable card, so the buttons feel anchored to a "tools strip"
rather than floating in the play area.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The previous formula card_width = window.x / 9 with card_height = 1.4 *
card_width ignored the window height entirely. On a 1920×1080 window a
13-card face-up tableau column extended ~377 px below the viewport
bottom — visible reproduction in the smoke test.
compute_layout now derives two card_width candidates: one from the
horizontal grid budget (window.x / 9, unchanged) and one from the
vertical budget needed to seat 13 fanned cards plus the foundation
row, vertical_gap, and h_gap bottom margin. The smaller of the two
wins, so width remains the limiter on standard landscape windows and
height takes over on tall or short-wide aspect ratios. The math is
solved algebraically in a single substitution to avoid iteration.
When height is the limiter the original layout would have squished the
grid against the left edge; col_x now folds in a horizontal centring
offset that collapses to the existing geometry whenever width is the
limiter, so no other module needed an update.
Adds MAX_TABLEAU_CARDS = 13.0 (King-down-to-Ace worst case) and a
locally mirrored TABLEAU_FAN_FRAC = 0.25 — the original lives in
card_plugin and importing it would have created a circular dep with
layout. The duplication is doc-flagged so future drift gets noticed.
Four new tests pin both regimes: the height-limiter activates on a
1920×1080 window, stays inactive on a 900×1600 portrait window, and
the worst-case 13-card column fits on both 1280×800 and 1920×1080
within the bottom margin.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
on_window_resized was firing StateChangedEvent on every WindowResized
event. That ran sync_cards_on_change → update_card_entity, which
inserts a CardAnim slide tween for every card whose target moves >1
unit. During a corner drag the resize fires every frame, retargeting
the slide each time from the cards' current mid-tween positions, so
cards never reach steady state — the visible "snap back and forth"
jitter reported during the 2026-04-29 smoke test.
Replace the StateChangedEvent emit with a direct snap path:
- Add LayoutSystem::UpdateOnResize SystemSet in layout.rs so cross-
plugin ordering is explicit (Bevy's automatic conflict-based order
only forces non-parallel execution, not a particular order).
- table_plugin::on_window_resized: drop the StateChangedEvent emit;
mark the system in_set(LayoutSystem::UpdateOnResize). It already
snaps backgrounds and pile markers directly, so this aligns cards
with the same instant-snap policy.
- card_plugin: new snap_cards_on_window_resize system listens for
WindowResized, runs .after(LayoutSystem::UpdateOnResize), writes
fresh transforms via the existing card_positions() helper, and
removes any in-flight CardAnim. It also reapplies the stock-empty
indicator so the "↺" label's font_size (derived from
layout.card_size.x) still rescales on resize.
Other StateChangedEvent listeners — start_settle_anim,
detect_auto_complete, clear_selection_on_state_change, check_no_moves,
reset_hint_cycle_on_state_change, clear_right_click_highlights — no
longer fire spuriously on resize. They should not fire on a layout
change anyway; that was a pre-existing minor bug masked by the
jitter.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
compute_layout is a pure function that maps window size to card size and
the 13 pile positions, with clamping at the 800x600 minimum and seven
tableau columns horizontally aligned with stock/waste (cols 0,1) and the
four foundations (cols 3,4,5,6). TablePlugin spawns a 2D camera, a felt
background sprite, and 13 translucent pile-marker sprites, and
repositions them on WindowResized. Plugin registers WindowResized
explicitly so it works under MinimalPlugins in tests.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>