reqwest/hyper-util's GaiResolver calls tokio::runtime::Handle::current()
which panics with "no reactor running" when driven by Bevy's
AsyncComputeTaskPool (async-executor, not Tokio). Fixed all three spawn
sites in sync_plugin.rs (start_pull, handle_manual_sync_request,
push_replay_on_win) and the push_on_exit fallback by wrapping each HTTP
future in tokio::runtime::Builder::new_current_thread().enable_all().
Also fixes a clippy type_complexity warning in hud_plugin.rs by
extracting HudScoreFont / HudMovesFont / HudTimeFont type aliases for
the update_hud_typography query parameters.
Closes P4 AVD JNI bridge test: keystore JNI verified working on
Android 14 x86_64 AVD (load_access_token returned NotFound correctly);
clipboard JNI compiled and linked, runtime test deferred to a real-device
session with a won game and active sync server.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
P3 — App-icon density buckets:
- Created solitaire_app/res/mipmap-{mdpi,hdpi,xhdpi,xxhdpi,xxxhdpi}/
ic_launcher.png from assets/icon/ (48→mdpi, 64→hdpi, 128→xhdpi,
256→xxhdpi+xxxhdpi). aapt downscales oversized buckets; no quality loss.
- Added resources = "res" to [package.metadata.android] so cargo-apk/aapt
packages the mipmap tree into the APK.
- Added icon = "@mipmap/ic_launcher" to [package.metadata.android.application]
so the launcher references the density-bucketed icon instead of the
default grey system icon.
P3 — Density-aware card scaling: investigated, no code change required.
WindowResized fires with logical pixels; 256×384 card textures are
downscaled on all current phone targets (40dp logical → 120px physical
at 3× DPI). Upscaling only occurs on tablets wider than ~765dp at 3× DPI.
P4 — B0004 hierarchy warnings: investigated, no fix required.
.despawn() is recursive in Bevy 0.18; warnings are startup timing
artifacts (UI components propagating before parent initialises), not
gameplay bugs. No crashes or defects in 2+ min AVD runtime.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Closes the final two P2 Android playability items:
1. HUD typography — new `update_hud_typography` system fires on
`WindowResized` and adjusts Tier-1 font sizes: below 480 logical px
Score drops HEADLINE(26)→BODY_LG(18) and Moves/Timer drop
BODY_LG(18)→CAPTION(11), so all three fit in the 180dp HUD column
on a 360dp phone without wrapping.
2. Orientation lock — `[package.metadata.android.application.activity]`
with `orientation = "portrait"` in solitaire_app/Cargo.toml; cargo-apk
maps this to `android:screenOrientation="portrait"` in the generated
AndroidManifest.xml.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Touch screens have no right mouse button, so right-click radial was
inaccessible on Android. New system radial_open_on_long_press counts
up while a touch is held on a face-up card without crossing the drag
threshold; after 0.5 s it transitions RightClickRadialState to Active,
which the existing visual overlay and destination-ring infrastructure
then renders unchanged.
Three supporting changes to wire up the touch-driven confirm path:
- radial_track_cursor: falls back to the first active Touches position
when cursor_world returns None, so the hover ring tracks a sliding
held finger on Android.
- radial_handle_release_or_cancel: confirms on Touches::iter_just_released
(finger lift) in addition to right-mouse release. Cancels on
Touches::iter_just_canceled. No new event reader — uses the Touches
resource which is already in scope after the track_cursor addition.
- handle_double_tap: skips when the radial is active. Guards the
narrow edge case where the finger lifts on the exact same frame
as the 0.5 s long-press threshold fires; prevents a spurious
double-tap move from racing with the radial confirm.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Two improvements to drag responsiveness on Android:
1. Guard start_drag against touch-simulated mouse presses.
start_drag (mouse path) now bails when Touches::iter_just_pressed()
finds an active touch, so touch_start_drag always owns drag state on
touch-screen devices. Without the guard, Bevy/Winit versions that
synthesise MouseButton::Left from the primary touch would have the
mouse drag path claim drag state first (start_drag runs before
touch_start_drag in the system chain), leaving the card tracked via
cursor_world instead of the Touches resource.
2. Lower mobile drag commit threshold 10 px → 8 px.
Matches Android ViewConfiguration.getScaledTouchSlop() exactly.
Smaller threshold reduces the snap-to-finger displacement at commit
and makes drag feel more immediate.
Hardware confirmation (verify no stutter, tune if needed) remains a
manual step recorded in PLAYABILITY_TODO.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
When handle_double_tap recognises a double-tap and fires MoveRequestEvent,
the moved card(s) are immediately tinted STATE_SUCCESS (lime #acc267) with
a 0.35 s HintHighlight so the player sees visual confirmation before the
card animation begins.
- Priority 1 (single top card): flashes that card only.
- Priority 2 (whole face-up stack): flashes every card in drag.cards.
Reuses the existing tick_hint_highlight cleanup path (restores sprite
to WHITE when timer expires) so no new system or component is needed.
The flash duration (0.35 s) slightly outlasts a typical card animation
(~0.3 s), giving the tint a brief moment at the destination before clearing.
Marks P1 "Double-tap auto-move visible feedback" as closed in
PLAYABILITY_TODO (hardware trigger-verification still manual).
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>
Action buttons sized to text + 8 px padding made "Undo" end up
~46 x 33 px — fine for a mouse but at the threshold of a finger.
Adds `min_width: 48 px` and `min_height: 48 px` to the button
Node so every button meets Material's 48 dp thumb-target guideline.
Applied universally; the floor is a no-op for buttons whose
content already exceeds 48 px on either axis (Menu, Modes,
New Game, Pause, Help all clear 48 px wide; height was the
binding constraint at ~33 px).
Closes P1 #2 of docs/android/PLAYABILITY_TODO.md. Engine tests
pass; clippy clean.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The U / Esc / F1 / N caption chips next to the HUD action buttons
are meaningless on a touch device and visibly clutter the
narrow-viewport action row (visible as "Esc A [] N" in the v0.22.3
screenshot). `spawn_action_button` now rebinds `hotkey` to `None`
under `#[cfg(target_os = "android")]` so the chip-spawn branch is
skipped on touch builds.
Menu / Modes chevrons are unaffected — they indicate dropdown
behaviour and still apply on touch. Other hint surfaces
(onboarding, pause modal Esc hint, mode-card chips, replay
footer, modal toggle chips, help screen) live behind navigation
and are tracked as a P3 sweep in PLAYABILITY_TODO.md.
Closes P1 #1 of docs/android/PLAYABILITY_TODO.md. 855 engine
tests pass; clippy clean.
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>
The v0.22.3 hardware screenshot showed the 6-button action row
(~510 px when laid out) overflowing into a 360 dp viewport from
the right anchor, with Menu and Undo clipped off-screen left and
Pause/Help/Modes/New_Game overlapping the left HUD column's
Score / Moves / Timer text.
Cap both clusters at `max_width: 50 %` so on mobile each takes
half the viewport (~180 px) and on desktop the cap is wider than
either cluster's natural width so the existing single-line
layout is preserved.
- Action button row: adds `flex_wrap: Wrap`, `row_gap`, and
`justify_content: FlexEnd` so the row breaks to multiple
right-aligned lines instead of clipping. 6 buttons become 2-3
lines of 2-3 buttons.
- HUD column tier rows: add `flex_wrap: Wrap` and `row_gap` to
the shared `row_node` helper so a long Mode/Challenge/Draw-cycle
combo soft-wraps onto two lines instead of pushing into the
action button column.
Closes P0 #2 of docs/android/PLAYABILITY_TODO.md. All 854 engine
tests pass; clippy clean.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Captures the gap between "boots without crashing" (v0.22.3 status)
and "actually playable on a phone." Tracks P0-P4 work items grouped
by impact: safe-area, HUD layout, card-back rendering, viewport
overflow, touch UX, density.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>