`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>