Commit Graph

7 Commits

Author SHA1 Message Date
funman300 d714a11cfb 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>
2026-05-11 13:05:17 -07:00
funman300 e107f5e218 fix(android): 48dp min hit targets on action buttons
Release / Build · Linux x86_64 (push) Has been cancelled
Release / Build · Android APK (push) Has been cancelled
Release / Publish GitHub Release (push) Has been cancelled
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>
2026-05-10 20:53:40 -07:00
funman300 463b7465ed fix(android): hide keyboard-hint chips on action buttons
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>
2026-05-10 20:52:12 -07:00
funman300 92a5ebb15e fix(android): lower MIN_WINDOW floor so phone viewports lay out correctly
`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>
2026-05-10 20:48:56 -07:00
funman300 89a21c0587 fix(android): wrap HUD column and action button row on narrow viewport
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>
2026-05-10 20:45:41 -07:00
funman300 304cb050a7 docs(android): close P0 safe-area + card-back items in playability TODO
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-10 20:41:28 -07:00
funman300 47f02a60ae docs(android): add screenshot-driven playability TODO
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>
2026-05-10 20:36:33 -07:00