Commit Graph

3 Commits

Author SHA1 Message Date
funman300 a381a42f21 fix(android): UX-1/UX-5b/UX-7/BUG-3 — safe-area modals, glyph, help wrap, modal guard
- UX-1 (safe_area.rs): apply_safe_area_to_modal_scrims pads ModalScrim
  bottom by insets.bottom / scale_factor so Done buttons clear the
  gesture bar; fires on inset change + Added<ModalScrim>
- UX-5b (home_plugin.rs): replace Geometric Shapes (U+25xx, missing
  from FiraMono) with card suits U+2660/2665/2666
- UX-7 (help_plugin.rs): shorten Android ≡ button description to
  "Open menu (Stats, Settings, Profile...)" — fits one line at 360 dp
- BUG-3 (hud_plugin.rs): guard spawn_menu_popover with
  scrims.is_empty() so tapping ≡ while a modal is open is a no-op

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-12 22:20:07 -07:00
funman300 cc161cc37f fix(android): correct physical→logical px conversion for safe-area insets
`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>
2026-05-11 16:59:27 -07:00
funman300 b9aa2620b8 feat(android): safe-area insets for HUD positioning
Adds SafeAreaInsets resource + SafeAreaInsetsPlugin that report the
OS-reserved regions (status bar, gesture/nav bar, display cutout)
around the playable surface. Desktop reports all zeros; Android
queries WindowInsets.getInsets(systemBars()) via JNI on the decor
view, polling for up to 120 frames since getRootWindowInsets()
returns null until the view is laid out.

UI that should respect the top inset carries a SafeAreaAnchoredTop
{ base_top } marker. A change-detection system re-applies
`base_top + insets.top` whenever the resource changes, so late
inset arrival (frame 1-3 on Android) and future orientation
changes flow through without re-spawning entities.

Wires the three top-anchored HUD spawn sites — hud_band, hud
column, action button row — to the new pattern. Spawn systems
take Option<Res<SafeAreaInsets>> so HudPlugin still works
standalone in unit tests (mirrors the existing FontResource
pattern).

Closes P0 #1 of docs/android/PLAYABILITY_TODO.md. Resolves the
status-bar/HUD collision visible in the v0.22.3 hardware
screenshot.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-10 20:37:06 -07:00