Compare commits
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v0.40.3
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| 81893788c1 |
@@ -37,6 +37,18 @@ project follows [Semantic Versioning](https://semver.org/).
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||||||
### Fixed
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### Fixed
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||||||
|
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||||||
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- **Tableau fill on foldables / tall screens.** The tableau fan now spreads from
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||||||
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each column's total depth (face-down cards included) and refills on the
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cold-start deal, every move, and on resize (incl. the Android safe-area-inset
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resize and fold/unfold), so a near-square viewport such as an unfolded Galaxy
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Fold no longer leaves the bottom of the screen empty. The fan spread cap was
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raised so very tall / narrow viewports (e.g. a foldable cover screen) fill
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further.
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- **Card-move animation jank.** A move now rebuilds a card's child visuals only
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when its appearance changes (flip / resize / accessibility) instead of
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despawning and respawning every card's children each `StateChangedEvent`,
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removing the per-move spike that stuttered the slide animation on
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high-resolution devices.
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- **Android and modal safe-area layout.** Modal cards now center within the
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- **Android and modal safe-area layout.** Modal cards now center within the
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usable area between status and gesture bars, additional modal-spawn guards were
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usable area between status and gesture bars, additional modal-spawn guards were
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added, and Android build scripts now auto-discover SDK/NDK paths and strip
|
added, and Android build scripts now auto-discover SDK/NDK paths and strip
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@@ -47,6 +59,11 @@ project follows [Semantic Versioning](https://semver.org/).
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- **Input and rendering issues.** Fixed stock/waste hit testing, accepted waste
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- **Input and rendering issues.** Fixed stock/waste hit testing, accepted waste
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clicks, delayed first-run onboarding until splash teardown, and kept dragged
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clicks, delayed first-run onboarding until splash teardown, and kept dragged
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stacks above all piles.
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stacks above all piles.
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- **Draw-Three waste fan hit testing on Android.** The renderer and the click
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hit-test now share a single `waste_fan_step` / `tableau_col_step` source. They
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previously diverged under Android's tighter column spacing, shifting the top
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fanned waste card's hit target onto the card beneath it, so dragging the visible
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card played the wrong one.
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- **Web runtime stability.** Fixed wasm32 runtime panics, HiDPI canvas surface
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- **Web runtime stability.** Fixed wasm32 runtime panics, HiDPI canvas surface
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sizing, WebGL2 shader compatibility, and Firefox boot/render behavior.
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sizing, WebGL2 shader compatibility, and Firefox boot/render behavior.
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- **Server and data hardening.** Moved bcrypt work to `spawn_blocking`, switched
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- **Server and data hardening.** Moved bcrypt work to `spawn_blocking`, switched
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+52
-17
@@ -1,16 +1,40 @@
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# Ferrous Solitaire — Session Handoff
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# Ferrous Solitaire — Session Handoff
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**Last updated:** 2026-06-09 — AVD Android launch smoke passed; physical-device gate remains.
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**Last updated:** 2026-06-25 — v0.40.0 released (Android APK published); physical-device gate remains.
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---
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---
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|
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## Current state
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## Current state
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|
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- **Branch state:** `master` pushed to origin; latest commits are validation runbooks, card-label test coverage, and Android AVD smoke notes.
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- **Branch state:** `master` pushed to origin; latest commits are the Draw-Three waste fan fix, its regression tests, and the NDK doc update (PRs #105–#108).
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- **Latest tag:** `v0.39.0`
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- **Latest tag:** `v0.40.0` (released — signed arm64-v8a APK published to the Gitea release for Obtainium/sideload). `v0.39.1` was the prior published release.
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- **Working tree:** clean. Local `scripts/` helpers are excluded through `.git/info/exclude` and intentionally not committed.
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- **Working tree:** clean. Local `scripts/` helpers (incl. `scripts/watch_deploy.sh`) are intentionally not committed.
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- **Latest verification in this follow-up:** `cargo test -p solitaire_core`; `cargo test -p solitaire_data matomo_client`; `cargo test -p solitaire_engine analytics_plugin`; `cargo test -p solitaire_engine settings_plugin`; `cargo test -p solitaire_engine card_plugin`; `cargo apk build -p solitaire_app --target x86_64-linux-android --lib`; AVD `Pixel_7` install/launch/input smoke.
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- **Latest verification this session:** `cargo clippy --workspace --all-targets -- -D warnings`; `cargo test --workspace`; `cargo build -p solitaire_app`; Android cross-compile + clippy for `aarch64-linux-android` (clean); full local signed arm64-v8a APK via `scripts/build_android_apk.sh`; CI `android-release` for `v0.40.0` completed/success with APK download HTTP 200.
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- **Full previous gate:** Claude reported recent card_game work pushed to origin and `cargo test` / `clippy` gates passing before the changelog follow-up.
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- **Full previous gate:** card_game work pushed to origin with `cargo test` / `clippy` gates passing.
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|
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|
---
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|
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|
## v0.40.0 release (2026-06-25)
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Released via tag push → `.gitea/workflows/android-release.yml` built and signed the
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arm64-v8a release APK (release keystore, `versionCode 4000` / `versionName 0.40.0`,
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29.2 MB) and published it to the Gitea release. Obtainium clients tracking the repo
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|
pick it up automatically.
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|
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- Release: https://git.aleshym.co/funman300/Ferrous-Solitaire/releases/tag/v0.40.0
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|
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| PR | Summary |
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|----|---------|
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| #106 | **fix(engine):** Draw-Three waste fan hit-test now shares the renderer's fan step (`card_plugin::waste_fan_step` / `tableau_col_step`). The two had diverged under Android's tighter column spacing (`H_GAP_DIVISOR=32`), shifting the top fanned waste card's click target onto the card beneath it — so dragging the visible top card played the wrong one. Desktop/web were unaffected (the formulas already coincided there). |
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| #105 | **test(engine):** waste-card draggability regression tests (`find_draggable_at` picks the waste top with multiple cards and as a lone card). |
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| #108 | **docs(android):** NDK reference updated `26.3.11579264` → `30.0.14904198`; noted versions are not load-bearing and `build_android_apk.sh` auto-discovers the newest NDK/build-tools. |
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Pre-release validation performed locally this session: workspace clippy/test/build
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gates; `aarch64-linux-android` cross-compile + clippy clean (covers the
|
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`#[cfg(target_os = "android")]` paths that host CI never lints); release manifest
|
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sanity (`solitaire_app/android/AndroidManifest.xml` has no version fields so CI
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injection works; `lib_name` matches `[lib].name`); and a full signed local APK
|
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proving the `build_android_apk.sh` packaging pipeline end-to-end.
|
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|
|
||||||
---
|
---
|
||||||
|
|
||||||
@@ -103,12 +127,23 @@ Three bugs fixed:
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|
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||||||
## Open punch list
|
## Open punch list
|
||||||
|
|
||||||
### 1. Android APK launch verification (Option A)
|
### 1. Physical-device smoke test — THE ONLY REMAINING v0.40.0 ITEM
|
||||||
|
|
||||||
Physical device test: install the latest APK on a real Android device (not AVD),
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This is the **single outstanding task** for the v0.40.0 Android release. Everything
|
||||||
and run the checklist in `docs/ANDROID.md`. This has never been gated in CI.
|
else is done and verified: workspace gates, `aarch64-linux-android` cross-compile +
|
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AVD `adb shell input tap` doesn't deliver real touch events, so physical-device
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clippy, release manifest sanity, a full local signed APK, the published release, and
|
||||||
smoke testing is the only gate.
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Obtainium-facing delivery (public releases API, latest non-draft release, APK
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downloadable anonymously). The only thing that cannot be done without hardware is
|
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running the app on a real phone.
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|
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Install the published APK on a real Android device (not AVD) and run the checklist
|
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in `docs/ANDROID.md §4`. This has never been gated in CI — AVD `adb shell input tap`
|
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|
doesn't deliver real touch events, so physical-device smoke testing is the only gate.
|
||||||
|
|
||||||
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The signed release APK is published (grab it from the release page, or use the local
|
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`target/debug/apk/ferrous-solitaire.apk`). When testing, specifically exercise the
|
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Draw-Three waste fan fixed in #106: switch to Draw-Three, draw several cards, and
|
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|
confirm dragging the visible top waste card plays *that* card, not the one beneath it.
|
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|
|
||||||
Latest AVD smoke (2026-06-08 local / 2026-06-09 UTC): built
|
Latest AVD smoke (2026-06-08 local / 2026-06-09 UTC): built
|
||||||
`target/debug/apk/ferrous-solitaire.apk` for `x86_64-linux-android`, installed
|
`target/debug/apk/ferrous-solitaire.apk` for `x86_64-linux-android`, installed
|
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@@ -117,13 +152,13 @@ rendered the board, safe-area insets resolved as `top=136 bottom=63 left=0
|
|||||||
right=0` after 2 frames, onboarding could be dismissed via AVD input, and
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right=0` after 2 frames, onboarding could be dismissed via AVD input, and
|
||||||
filtered logcat showed no Ferrous panic/fatal/ANR.
|
filtered logcat showed no Ferrous panic/fatal/ANR.
|
||||||
|
|
||||||
### 2. Matomo analytics live validation
|
### 2. Matomo analytics live validation (independent — NOT a v0.40.0 release blocker)
|
||||||
|
|
||||||
`Settings` has `analytics_enabled`, `matomo_url`, and `matomo_site_id`; the engine
|
Separate, ongoing task unrelated to the Android release. `Settings` has
|
||||||
consumes them via `AnalyticsPlugin` on non-wasm targets. Remaining work is live
|
`analytics_enabled`, `matomo_url`, and `matomo_site_id`; the engine consumes them via
|
||||||
validation against the deployed Matomo instance. Use
|
`AnalyticsPlugin` on non-wasm targets. Remaining work is live validation against the
|
||||||
`docs/analytics-validation.md` for the native validation checklist and the
|
deployed Matomo instance. Use `docs/analytics-validation.md` for the native
|
||||||
current web/WASM decision notes.
|
validation checklist and the current web/WASM decision notes.
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
|
|||||||
+7
-2
@@ -35,7 +35,7 @@ rm /tmp/cmdline-tools.zip
|
|||||||
echo ''
|
echo ''
|
||||||
echo '# Android dev'
|
echo '# Android dev'
|
||||||
echo 'export ANDROID_HOME="$HOME/Android/Sdk"'
|
echo 'export ANDROID_HOME="$HOME/Android/Sdk"'
|
||||||
echo 'export ANDROID_NDK_HOME="$ANDROID_HOME/ndk/26.3.11579264"'
|
echo 'export ANDROID_NDK_HOME="$ANDROID_HOME/ndk/30.0.14904198"'
|
||||||
echo 'export JAVA_HOME="$(dirname $(dirname $(readlink -f $(which java))))"'
|
echo 'export JAVA_HOME="$(dirname $(dirname $(readlink -f $(which java))))"'
|
||||||
echo 'export PATH="$PATH:$ANDROID_HOME/cmdline-tools/latest/bin:$ANDROID_HOME/platform-tools:$ANDROID_HOME/emulator"'
|
echo 'export PATH="$PATH:$ANDROID_HOME/cmdline-tools/latest/bin:$ANDROID_HOME/platform-tools:$ANDROID_HOME/emulator"'
|
||||||
} >> ~/.bashrc
|
} >> ~/.bashrc
|
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@@ -49,10 +49,15 @@ sdkmanager \
|
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"platform-tools" \
|
"platform-tools" \
|
||||||
"platforms;android-34" \
|
"platforms;android-34" \
|
||||||
"build-tools;34.0.0" \
|
"build-tools;34.0.0" \
|
||||||
"ndk;26.3.11579264" \
|
"ndk;30.0.14904198" \
|
||||||
"emulator" \
|
"emulator" \
|
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"system-images;android-34;google_apis;x86_64"
|
"system-images;android-34;google_apis;x86_64"
|
||||||
|
|
||||||
|
# The exact NDK/build-tools versions above are not load-bearing — newer ones
|
||||||
|
# work (verified on NDK 30.0.14904198 / build-tools 37.0.0). `scripts/build_android_apk.sh`
|
||||||
|
# auto-discovers the newest installed NDK and build-tools, so set ANDROID_NDK_HOME
|
||||||
|
# (step 3) to whatever version you actually install here.
|
||||||
|
|
||||||
# 6. AVD for testing (one-time).
|
# 6. AVD for testing (one-time).
|
||||||
echo no | avdmanager create avd \
|
echo no | avdmanager create avd \
|
||||||
-n bevy_test \
|
-n bevy_test \
|
||||||
|
|||||||
@@ -213,15 +213,35 @@ KEY_PASS="${KEY_PASS:-$KEYSTORE_PASS}"
|
|||||||
|
|
||||||
mkdir -p "$(dirname "$APK_OUT")"
|
mkdir -p "$(dirname "$APK_OUT")"
|
||||||
echo ">>> apksigner sign -> $APK_OUT"
|
echo ">>> apksigner sign -> $APK_OUT"
|
||||||
|
# Sign the schemes explicitly instead of relying on apksigner's auto behaviour.
|
||||||
|
# Left to "auto", this pipeline produced an APK carrying invalid v1 (JAR)
|
||||||
|
# signature files (META-INF/*.SF/.RSA present but failing v1 verification).
|
||||||
|
# Android installs it fine via v2/v3, but Obtainium parses the APK's legacy v1
|
||||||
|
# certificate at install time, gets an empty cert list, and crashes with
|
||||||
|
# "RangeError (length): Invalid value: valid value range is empty: 0".
|
||||||
|
# minSdk is 26 (solitaire_app/android/AndroidManifest.xml), so v1/JAR signing is
|
||||||
|
# not needed at all — disable it and ship a clean v2+v3 signature, matching what
|
||||||
|
# modern Android tooling produces for minSdk >= 24.
|
||||||
"$BT/apksigner" sign \
|
"$BT/apksigner" sign \
|
||||||
--ks "$KEYSTORE" \
|
--ks "$KEYSTORE" \
|
||||||
--ks-pass "pass:$KEYSTORE_PASS" \
|
--ks-pass "pass:$KEYSTORE_PASS" \
|
||||||
--ks-key-alias "$KEY_ALIAS" \
|
--ks-key-alias "$KEY_ALIAS" \
|
||||||
--key-pass "pass:$KEY_PASS" \
|
--key-pass "pass:$KEY_PASS" \
|
||||||
|
--min-sdk-version 26 \
|
||||||
|
--v1-signing-enabled false \
|
||||||
|
--v2-signing-enabled true \
|
||||||
|
--v3-signing-enabled true \
|
||||||
--out "$APK_OUT" \
|
--out "$APK_OUT" \
|
||||||
"$STAGING/app-aligned.apk"
|
"$STAGING/app-aligned.apk"
|
||||||
|
|
||||||
echo ">>> verify"
|
echo ">>> verify"
|
||||||
"$BT/apksigner" verify --verbose "$APK_OUT"
|
"$BT/apksigner" verify --min-sdk-version 26 --verbose "$APK_OUT"
|
||||||
|
|
||||||
|
# Guard: no leftover v1/JAR signature files may remain — their presence (valid or
|
||||||
|
# not) is what tripped Obtainium. Fail the build if any slipped through.
|
||||||
|
if unzip -l "$APK_OUT" 2>/dev/null | grep -qiE 'META-INF/.*\.(SF|RSA|DSA|EC)$'; then
|
||||||
|
echo "ERROR: APK still contains v1/JAR signature files; expected v2+v3 only" >&2
|
||||||
|
exit 1
|
||||||
|
fi
|
||||||
|
|
||||||
echo ">>> done: $APK_OUT"
|
echo ">>> done: $APK_OUT"
|
||||||
|
|||||||
@@ -25,7 +25,7 @@ use crate::card_animation::CardAnimation;
|
|||||||
use crate::events::{CardFaceRevealedEvent, CardFlippedEvent, StateChangedEvent};
|
use crate::events::{CardFaceRevealedEvent, CardFlippedEvent, StateChangedEvent};
|
||||||
use crate::font_plugin::FontResource;
|
use crate::font_plugin::FontResource;
|
||||||
use crate::game_plugin::GameMutation;
|
use crate::game_plugin::GameMutation;
|
||||||
use crate::layout::{Layout, LayoutResource, LayoutSystem, TABLEAU_FAN_FRAC};
|
use crate::layout::{Layout, LayoutResource, LayoutSystem};
|
||||||
use crate::pause_plugin::PausedResource;
|
use crate::pause_plugin::PausedResource;
|
||||||
use crate::platform::USE_TOUCH_UI_LAYOUT;
|
use crate::platform::USE_TOUCH_UI_LAYOUT;
|
||||||
use crate::resources::{DragState, GameStateResource};
|
use crate::resources::{DragState, GameStateResource};
|
||||||
@@ -39,7 +39,7 @@ use crate::ui_theme::{
|
|||||||
};
|
};
|
||||||
|
|
||||||
/// Per-card vertical step for face-down tableau cards, as a fraction of
|
/// Per-card vertical step for face-down tableau cards, as a fraction of
|
||||||
/// card height. Smaller than [`TABLEAU_FAN_FRAC`] because face-down cards
|
/// card height. Smaller than [`crate::layout::TABLEAU_FAN_FRAC`] because face-down cards
|
||||||
/// don't need their full body shown — only the back-pattern strip is
|
/// don't need their full body shown — only the back-pattern strip is
|
||||||
/// visible. Public so `input_plugin` can mirror the exact sprite layout
|
/// visible. Public so `input_plugin` can mirror the exact sprite layout
|
||||||
/// when hit-testing tableau columns; any drift between this and the
|
/// when hit-testing tableau columns; any drift between this and the
|
||||||
@@ -63,6 +63,36 @@ pub const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.14;
|
|||||||
// foundation piles bleeding through when a 2 sits on an Ace.
|
// foundation piles bleeding through when a 2 sits on an Ace.
|
||||||
pub const STACK_FAN_FRAC: f32 = 0.025;
|
pub const STACK_FAN_FRAC: f32 = 0.025;
|
||||||
|
|
||||||
|
/// Per-card horizontal fan step for the Draw-Three waste, in logical pixels.
|
||||||
|
///
|
||||||
|
/// Derived from the actual tableau column spacing (`Tableau2.x − Tableau1.x`)
|
||||||
|
/// rather than a fixed fraction of card width, so the fan scales with the
|
||||||
|
/// platform's `H_GAP_DIVISOR` (desktop ≈ 1.25×cw spacing, Android ≈ 1.03×cw).
|
||||||
|
/// Public so `input_plugin` can hit-test the fanned waste cards at the exact
|
||||||
|
/// x-offsets the renderer uses; any drift makes a click on the top fanned card
|
||||||
|
/// land on the card beneath it.
|
||||||
|
pub fn waste_fan_step(layout: &Layout) -> f32 {
|
||||||
|
tableau_col_step(layout) * 0.224
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Horizontal distance between adjacent tableau columns (`Tableau2.x −
|
||||||
|
/// Tableau1.x`), in logical pixels. The face-down stock is rendered one column
|
||||||
|
/// step left of the waste, and the Draw-Three waste fan ([`waste_fan_step`]) is
|
||||||
|
/// a fraction of it. Public so hit-testing mirrors the renderer exactly.
|
||||||
|
pub fn tableau_col_step(layout: &Layout) -> f32 {
|
||||||
|
let t1 = layout
|
||||||
|
.pile_positions
|
||||||
|
.get(&KlondikePile::Tableau(Tableau::Tableau1))
|
||||||
|
.copied()
|
||||||
|
.unwrap_or_default();
|
||||||
|
let t2 = layout
|
||||||
|
.pile_positions
|
||||||
|
.get(&KlondikePile::Tableau(Tableau::Tableau2))
|
||||||
|
.copied()
|
||||||
|
.unwrap_or_default();
|
||||||
|
(t2.x - t1.x).abs()
|
||||||
|
}
|
||||||
|
|
||||||
/// Font size as a fraction of card width.
|
/// Font size as a fraction of card width.
|
||||||
const FONT_SIZE_FRAC: f32 = 0.28;
|
const FONT_SIZE_FRAC: f32 = 0.28;
|
||||||
|
|
||||||
@@ -165,6 +195,40 @@ pub struct CardEntity {
|
|||||||
pub card: Card,
|
pub card: Card,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Cached signature of the inputs that determine a card entity's *child*
|
||||||
|
/// visuals (drop-shadow, border frame, and the rank/suit label / large-print
|
||||||
|
/// corner overlay). Stored on each card so [`update_card_entity`] can skip the
|
||||||
|
/// expensive `despawn_related::<Children>()` + child respawn when nothing about
|
||||||
|
/// the appearance changed — the common case during a move, where only the
|
||||||
|
/// card's position changes. Without this guard every `StateChangedEvent`
|
||||||
|
/// rebuilds all 52 cards' children (≈250 entity spawn/despawns plus 52 `Text2d`
|
||||||
|
/// glyph re-layouts) in a single frame, which stutters the slide animation on
|
||||||
|
/// high-resolution devices.
|
||||||
|
///
|
||||||
|
/// The children depend only on these four inputs; the card identity is fixed
|
||||||
|
/// per entity, and the face/back *image* is handled by the always-refreshed
|
||||||
|
/// `Sprite` (a cheap handle swap), so theme/card-back changes need no child
|
||||||
|
/// rebuild.
|
||||||
|
#[derive(Component, Clone, Copy, PartialEq)]
|
||||||
|
struct CardChildrenKey {
|
||||||
|
face_up: bool,
|
||||||
|
card_size: Vec2,
|
||||||
|
color_blind: bool,
|
||||||
|
high_contrast: bool,
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Query data read by the card-sync systems for each live card entity:
|
||||||
|
/// its id, card identity, current transform, any in-flight curve animation,
|
||||||
|
/// and its cached child-appearance key. Factored into an alias to keep the
|
||||||
|
/// system signatures readable (and satisfy clippy's `type_complexity`).
|
||||||
|
type CardSyncData = (
|
||||||
|
Entity,
|
||||||
|
&'static CardEntity,
|
||||||
|
&'static Transform,
|
||||||
|
Option<&'static CardAnimation>,
|
||||||
|
Option<&'static CardChildrenKey>,
|
||||||
|
);
|
||||||
|
|
||||||
/// Render-side index mapping each live board card to its [`CardEntity`].
|
/// Render-side index mapping each live board card to its [`CardEntity`].
|
||||||
///
|
///
|
||||||
/// Maintained exclusively by [`rebuild_card_entity_index`] in `PostUpdate`,
|
/// Maintained exclusively by [`rebuild_card_entity_index`] in `PostUpdate`,
|
||||||
@@ -461,7 +525,13 @@ impl Plugin for CardPlugin {
|
|||||||
.add_systems(Startup, load_card_images)
|
.add_systems(Startup, load_card_images)
|
||||||
.add_systems(
|
.add_systems(
|
||||||
PostStartup,
|
PostStartup,
|
||||||
(sync_cards_startup, update_stock_empty_indicator_startup),
|
(
|
||||||
|
// Fill the tableau fan before the first render so the
|
||||||
|
// cold-start deal already uses the full viewport height.
|
||||||
|
fill_tableau_fan_on_startup.before(sync_cards_startup),
|
||||||
|
sync_cards_startup,
|
||||||
|
update_stock_empty_indicator_startup,
|
||||||
|
),
|
||||||
)
|
)
|
||||||
.add_systems(
|
.add_systems(
|
||||||
Update,
|
Update,
|
||||||
@@ -702,7 +772,7 @@ fn sync_cards_startup(
|
|||||||
layout: Option<Res<LayoutResource>>,
|
layout: Option<Res<LayoutResource>>,
|
||||||
slide_dur: Option<Res<EffectiveSlideDuration>>,
|
slide_dur: Option<Res<EffectiveSlideDuration>>,
|
||||||
settings: Option<Res<SettingsResource>>,
|
settings: Option<Res<SettingsResource>>,
|
||||||
entities: Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
|
entities: Query<CardSyncData>,
|
||||||
card_images: Option<Res<CardImageSet>>,
|
card_images: Option<Res<CardImageSet>>,
|
||||||
font_res: Option<Res<FontResource>>,
|
font_res: Option<Res<FontResource>>,
|
||||||
) {
|
) {
|
||||||
@@ -737,7 +807,7 @@ fn sync_cards_on_change(
|
|||||||
layout: Option<Res<LayoutResource>>,
|
layout: Option<Res<LayoutResource>>,
|
||||||
slide_dur: Option<Res<EffectiveSlideDuration>>,
|
slide_dur: Option<Res<EffectiveSlideDuration>>,
|
||||||
settings: Option<Res<SettingsResource>>,
|
settings: Option<Res<SettingsResource>>,
|
||||||
entities: Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
|
entities: Query<CardSyncData>,
|
||||||
card_images: Option<Res<CardImageSet>>,
|
card_images: Option<Res<CardImageSet>>,
|
||||||
font_res: Option<Res<FontResource>>,
|
font_res: Option<Res<FontResource>>,
|
||||||
) {
|
) {
|
||||||
@@ -776,7 +846,7 @@ fn sync_cards(
|
|||||||
back_colour: Color,
|
back_colour: Color,
|
||||||
color_blind: bool,
|
color_blind: bool,
|
||||||
high_contrast: bool,
|
high_contrast: bool,
|
||||||
entities: &Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
|
entities: &Query<CardSyncData>,
|
||||||
card_images: Option<&CardImageSet>,
|
card_images: Option<&CardImageSet>,
|
||||||
selected_back: usize,
|
selected_back: usize,
|
||||||
font_handle: Option<&Handle<Font>>,
|
font_handle: Option<&Handle<Font>>,
|
||||||
@@ -810,18 +880,24 @@ fn sync_cards(
|
|||||||
// • end ≠ target → the game state has changed (e.g. a new game started
|
// • end ≠ target → the game state has changed (e.g. a new game started
|
||||||
// while the win-cascade was mid-flight); cancel the
|
// while the win-cascade was mid-flight); cancel the
|
||||||
// stale `CardAnimation` and apply the new position.
|
// stale `CardAnimation` and apply the new position.
|
||||||
let mut existing: HashMap<Card, (Entity, Vec3, Option<Vec2>)> = HashMap::new();
|
let mut existing: HashMap<Card, (Entity, Vec3, Option<Vec2>, Option<CardChildrenKey>)> =
|
||||||
for (entity, marker, transform, anim) in entities.iter() {
|
HashMap::new();
|
||||||
|
for (entity, marker, transform, anim, children_key) in entities.iter() {
|
||||||
existing.insert(
|
existing.insert(
|
||||||
marker.card.clone(),
|
marker.card.clone(),
|
||||||
(entity, transform.translation, anim.map(|a| a.end)),
|
(
|
||||||
|
entity,
|
||||||
|
transform.translation,
|
||||||
|
anim.map(|a| a.end),
|
||||||
|
children_key.copied(),
|
||||||
|
),
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
let live_ids: HashSet<Card> = positions.iter().map(|(c, _, _)| c.0.clone()).collect();
|
let live_ids: HashSet<Card> = positions.iter().map(|(c, _, _)| c.0.clone()).collect();
|
||||||
|
|
||||||
// Despawn any entity whose card is no longer tracked.
|
// Despawn any entity whose card is no longer tracked.
|
||||||
for (card, (entity, _, _)) in &existing {
|
for (card, (entity, _, _, _)) in &existing {
|
||||||
if !live_ids.contains(card) {
|
if !live_ids.contains(card) {
|
||||||
commands.entity(*entity).despawn();
|
commands.entity(*entity).despawn();
|
||||||
}
|
}
|
||||||
@@ -832,7 +908,7 @@ fn sync_cards(
|
|||||||
// behind the incoming top card during the draw slide animation.
|
// behind the incoming top card during the draw slide animation.
|
||||||
for ((card, face_up), position, z) in positions {
|
for ((card, face_up), position, z) in positions {
|
||||||
let entity = match existing.get(&card) {
|
let entity = match existing.get(&card) {
|
||||||
Some(&(entity, cur, anim_end)) => {
|
Some(&(entity, cur, anim_end, children_key)) => {
|
||||||
// If a CardAnimation is in flight, check whether its destination
|
// If a CardAnimation is in flight, check whether its destination
|
||||||
// still matches the game-state target. If the game moved the card
|
// still matches the game-state target. If the game moved the card
|
||||||
// elsewhere (e.g. new game started during a win-cascade scatter),
|
// elsewhere (e.g. new game started during a win-cascade scatter),
|
||||||
@@ -859,6 +935,7 @@ fn sync_cards(
|
|||||||
high_contrast,
|
high_contrast,
|
||||||
cur,
|
cur,
|
||||||
has_anim,
|
has_anim,
|
||||||
|
children_key,
|
||||||
card_images,
|
card_images,
|
||||||
selected_back,
|
selected_back,
|
||||||
font_handle,
|
font_handle,
|
||||||
@@ -908,34 +985,18 @@ fn card_positions(game: &GameState, layout: &Layout) -> Vec<((Card, bool), Vec2,
|
|||||||
(KlondikePile::Tableau(Tableau::Tableau7), false),
|
(KlondikePile::Tableau(Tableau::Tableau7), false),
|
||||||
];
|
];
|
||||||
|
|
||||||
// Compute the Draw-Three waste fan step proportional to the column spacing
|
// Draw-Three waste fan step, proportional to the column spacing so it scales
|
||||||
// (waste_x − stock_x = card_width + h_gap) rather than a fixed fraction of
|
// with the platform's H_GAP_DIVISOR. Shared with input_plugin's hit-test via
|
||||||
// card_width. On desktop (H_GAP_DIVISOR=4) col_step = 1.25×cw and
|
// `waste_fan_step` so the two never drift (a drift puts the top fanned card's
|
||||||
// 0.224 × 1.25 = 0.28 — identical to the previous constant. On Android
|
// click target on the card beneath it).
|
||||||
// (H_GAP_DIVISOR=32) col_step ≈ 1.031×cw so fan_step ≈ 0.231×cw, keeping
|
let waste_fan_step = waste_fan_step(layout);
|
||||||
// the top fanned card's centre within the waste column's own horizontal
|
|
||||||
// footprint instead of spilling into the adjacent gap.
|
|
||||||
let tableau_col_step = {
|
|
||||||
let t1 = layout
|
|
||||||
.pile_positions
|
|
||||||
.get(&KlondikePile::Tableau(Tableau::Tableau1))
|
|
||||||
.copied()
|
|
||||||
.unwrap_or_default();
|
|
||||||
let t2 = layout
|
|
||||||
.pile_positions
|
|
||||||
.get(&KlondikePile::Tableau(Tableau::Tableau2))
|
|
||||||
.copied()
|
|
||||||
.unwrap_or_default();
|
|
||||||
(t2.x - t1.x).abs()
|
|
||||||
};
|
|
||||||
let waste_fan_step = tableau_col_step * 0.224;
|
|
||||||
|
|
||||||
for (pile_type, is_stock_area) in piles {
|
for (pile_type, is_stock_area) in piles {
|
||||||
let Some(mut base) = layout.pile_positions.get(&pile_type).copied() else {
|
let Some(mut base) = layout.pile_positions.get(&pile_type).copied() else {
|
||||||
continue;
|
continue;
|
||||||
};
|
};
|
||||||
if matches!(pile_type, KlondikePile::Stock) && is_stock_area {
|
if matches!(pile_type, KlondikePile::Stock) && is_stock_area {
|
||||||
base.x -= tableau_col_step;
|
base.x -= tableau_col_step(layout);
|
||||||
}
|
}
|
||||||
let is_tableau = matches!(pile_type, KlondikePile::Tableau(_));
|
let is_tableau = matches!(pile_type, KlondikePile::Tableau(_));
|
||||||
let is_waste = matches!(pile_type, KlondikePile::Stock) && !is_stock_area;
|
let is_waste = matches!(pile_type, KlondikePile::Stock) && !is_stock_area;
|
||||||
@@ -1100,6 +1161,14 @@ fn spawn_card_entity(
|
|||||||
);
|
);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
// Record the appearance signature so subsequent `update_card_entity` calls
|
||||||
|
// can skip rebuilding these children until one of the inputs changes.
|
||||||
|
entity.insert(CardChildrenKey {
|
||||||
|
face_up,
|
||||||
|
card_size: layout.card_size,
|
||||||
|
color_blind,
|
||||||
|
high_contrast,
|
||||||
|
});
|
||||||
entity_id
|
entity_id
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1118,6 +1187,7 @@ fn update_card_entity(
|
|||||||
high_contrast: bool,
|
high_contrast: bool,
|
||||||
cur: Vec3,
|
cur: Vec3,
|
||||||
has_card_animation: bool,
|
has_card_animation: bool,
|
||||||
|
existing_children_key: Option<CardChildrenKey>,
|
||||||
card_images: Option<&CardImageSet>,
|
card_images: Option<&CardImageSet>,
|
||||||
selected_back: usize,
|
selected_back: usize,
|
||||||
font_handle: Option<&Handle<Font>>,
|
font_handle: Option<&Handle<Font>>,
|
||||||
@@ -1166,10 +1236,22 @@ fn update_card_entity(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Despawn any stale children and re-add the per-card drop shadow plus,
|
// Rebuild the card's child visuals (drop-shadow, border frame, and the
|
||||||
// in solid-colour fallback mode, the label overlay. In image mode the
|
// rank/suit label / large-print corner overlay) only when an input that
|
||||||
// rank/suit are baked into the PNG; on Android we also add a large-print
|
// affects them actually changed. The child set depends solely on
|
||||||
// corner overlay so they are legible at phone scale.
|
// `CardChildrenKey`; the face/back image is carried by the always-refreshed
|
||||||
|
// `Sprite` above, so theme/card-back swaps need no child rebuild. Skipping
|
||||||
|
// this on a position-only move avoids despawning and respawning the child
|
||||||
|
// entities (incl. a `Text2d` glyph re-layout) for all 52 cards on every
|
||||||
|
// `StateChangedEvent` — the spike that stuttered the slide animation on
|
||||||
|
// high-resolution devices.
|
||||||
|
let new_children_key = CardChildrenKey {
|
||||||
|
face_up,
|
||||||
|
card_size: layout.card_size,
|
||||||
|
color_blind,
|
||||||
|
high_contrast,
|
||||||
|
};
|
||||||
|
if existing_children_key != Some(new_children_key) {
|
||||||
commands.entity(entity).despawn_related::<Children>();
|
commands.entity(entity).despawn_related::<Children>();
|
||||||
commands.entity(entity).with_children(|b| {
|
commands.entity(entity).with_children(|b| {
|
||||||
add_card_shadow_child(b, layout.card_size);
|
add_card_shadow_child(b, layout.card_size);
|
||||||
@@ -1205,6 +1287,8 @@ fn update_card_entity(
|
|||||||
);
|
);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
commands.entity(entity).insert(new_children_key);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
fn label_for(card: &Card) -> String {
|
fn label_for(card: &Card) -> String {
|
||||||
@@ -2395,15 +2479,21 @@ fn resize_android_corner_labels(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Adjusts `LayoutResource.tableau_fan_frac` to match the current maximum
|
/// Adjusts `LayoutResource.tableau_fan_frac` (and the face-down companion) so
|
||||||
/// face-up column depth. Runs after every `StateChangedEvent` so the fan
|
/// the deepest tableau column fills the available vertical space at every stage
|
||||||
/// expands as the player reveals cards while staying within the window.
|
/// of play. Runs after every `StateChangedEvent`.
|
||||||
///
|
///
|
||||||
/// On fresh deal (max face-up depth = 1) the function returns early, leaving
|
/// Depth is measured across *all* cards in a column, weighting each face-down
|
||||||
/// both fracs at the window-size-adaptive values that `compute_layout` already
|
/// card by the fixed face-down/face-up step ratio. Counting the face-down
|
||||||
/// computed for the current viewport. Previously it overwrote the adaptive
|
/// portion — not just the face-up tail — is what fills the lower screen on a
|
||||||
/// value with the desktop minimum (0.25) — the wrong behaviour on portrait
|
/// fresh deal (the deepest column is then six face-down cards under one face-up
|
||||||
/// phones where the adaptive value is much larger.
|
/// one): the earlier face-up-only depth was 1, so the fan never spread and the
|
||||||
|
/// bottom half of a near-square viewport (e.g. an unfolded foldable) sat empty.
|
||||||
|
///
|
||||||
|
/// Deeper columns drive the fraction down so everything still fits the window;
|
||||||
|
/// [`crate::layout::TABLEAU_FAN_FRAC`] floors it to the desktop feel and
|
||||||
|
/// [`MAX_DYNAMIC_FAN_FRAC`] caps it so a near-empty column doesn't fling its few
|
||||||
|
/// cards far apart.
|
||||||
fn update_tableau_fan_frac(
|
fn update_tableau_fan_frac(
|
||||||
mut events: MessageReader<StateChangedEvent>,
|
mut events: MessageReader<StateChangedEvent>,
|
||||||
game: Option<Res<GameStateResource>>,
|
game: Option<Res<GameStateResource>>,
|
||||||
@@ -2418,59 +2508,35 @@ fn update_tableau_fan_frac(
|
|||||||
let Some(layout) = layout.as_mut() else {
|
let Some(layout) = layout.as_mut() else {
|
||||||
return;
|
return;
|
||||||
};
|
};
|
||||||
|
crate::layout::apply_dynamic_tableau_fan(&game.0, &mut layout.0);
|
||||||
let max_depth = [
|
|
||||||
Tableau::Tableau1,
|
|
||||||
Tableau::Tableau2,
|
|
||||||
Tableau::Tableau3,
|
|
||||||
Tableau::Tableau4,
|
|
||||||
Tableau::Tableau5,
|
|
||||||
Tableau::Tableau6,
|
|
||||||
Tableau::Tableau7,
|
|
||||||
]
|
|
||||||
.into_iter()
|
|
||||||
.map(|tableau| {
|
|
||||||
game.0
|
|
||||||
.pile(KlondikePile::Tableau(tableau))
|
|
||||||
.into_iter()
|
|
||||||
.filter(|(_, face_up)| *face_up)
|
|
||||||
.count()
|
|
||||||
})
|
|
||||||
.max()
|
|
||||||
.unwrap_or(0);
|
|
||||||
|
|
||||||
let card_h = layout.0.card_size.y;
|
|
||||||
let avail = layout.0.available_tableau_height;
|
|
||||||
|
|
||||||
// With ≤ 1 face-up card per column (fresh deal, or completely face-down
|
|
||||||
// piles) the face-up fan fraction has no visible effect. Leave both fracs
|
|
||||||
// at the adaptive values set by compute_layout rather than snapping them
|
|
||||||
// to the desktop minimum.
|
|
||||||
if max_depth <= 1 || card_h <= 0.0 {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
let ideal = avail / ((max_depth - 1) as f32 * card_h);
|
|
||||||
let max_frac = if card_h > 0.0 {
|
|
||||||
avail / (12.0 * card_h)
|
|
||||||
} else {
|
|
||||||
TABLEAU_FAN_FRAC
|
|
||||||
};
|
|
||||||
let new_frac = ideal.clamp(TABLEAU_FAN_FRAC, max_frac.max(TABLEAU_FAN_FRAC));
|
|
||||||
let new_facedown_frac = new_frac * (TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC);
|
|
||||||
|
|
||||||
if (layout.0.tableau_fan_frac - new_frac).abs() > 1e-4 {
|
|
||||||
layout.0.tableau_fan_frac = new_frac;
|
|
||||||
}
|
|
||||||
if (layout.0.tableau_facedown_fan_frac - new_facedown_frac).abs() > 1e-4 {
|
|
||||||
layout.0.tableau_facedown_fan_frac = new_facedown_frac;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// PostStartup sibling of [`update_tableau_fan_frac`]. The initial deal is
|
||||||
|
/// inserted directly as `GameStateResource` at startup without a
|
||||||
|
/// `StateChangedEvent`, so the event-driven system never fires for it. This
|
||||||
|
/// runs once, before [`sync_cards_startup`] renders, so the very first board
|
||||||
|
/// (cold start) already fills the viewport — otherwise a fresh deal on a tall /
|
||||||
|
/// near-square screen (e.g. an unfolded foldable) renders with the unspread fan
|
||||||
|
/// and a large empty band below the tableau until the first move.
|
||||||
|
fn fill_tableau_fan_on_startup(
|
||||||
|
game: Option<Res<GameStateResource>>,
|
||||||
|
mut layout: Option<ResMut<LayoutResource>>,
|
||||||
|
) {
|
||||||
|
let Some(game) = game else {
|
||||||
|
return;
|
||||||
|
};
|
||||||
|
let Some(layout) = layout.as_mut() else {
|
||||||
|
return;
|
||||||
|
};
|
||||||
|
crate::layout::apply_dynamic_tableau_fan(&game.0, &mut layout.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
#[cfg(test)]
|
#[cfg(test)]
|
||||||
mod tests {
|
mod tests {
|
||||||
use super::*;
|
use super::*;
|
||||||
use crate::game_plugin::GamePlugin;
|
use crate::game_plugin::GamePlugin;
|
||||||
|
use crate::layout::TABLEAU_FAN_FRAC;
|
||||||
use crate::table_plugin::TablePlugin;
|
use crate::table_plugin::TablePlugin;
|
||||||
use solitaire_core::Deck;
|
use solitaire_core::Deck;
|
||||||
|
|
||||||
@@ -2897,6 +2963,59 @@ mod tests {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn cold_start_deal_fills_tableau_fan() {
|
||||||
|
// The initial deal is inserted at startup without a StateChangedEvent, so
|
||||||
|
// the event-driven fan update never fires for it. The PostStartup fill
|
||||||
|
// must spread the fan from the deepest column's *total* depth (face-down
|
||||||
|
// included) so a fresh deal already fills the viewport — otherwise a
|
||||||
|
// near-square / unfolded-foldable screen renders with a large empty band
|
||||||
|
// below the tableau. Mirrors apply_dynamic_tableau_fan's formula against
|
||||||
|
// the actual dealt state so it fails if the startup fill is dropped or
|
||||||
|
// reverts to face-up-only depth.
|
||||||
|
let app = app();
|
||||||
|
|
||||||
|
let game = app.world().resource::<GameStateResource>();
|
||||||
|
let facedown_ratio = TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC;
|
||||||
|
let max_demand = [
|
||||||
|
Tableau::Tableau1,
|
||||||
|
Tableau::Tableau2,
|
||||||
|
Tableau::Tableau3,
|
||||||
|
Tableau::Tableau4,
|
||||||
|
Tableau::Tableau5,
|
||||||
|
Tableau::Tableau6,
|
||||||
|
Tableau::Tableau7,
|
||||||
|
]
|
||||||
|
.into_iter()
|
||||||
|
.map(|t| {
|
||||||
|
let pile = game.0.pile(KlondikePile::Tableau(t));
|
||||||
|
let steps = pile.len().saturating_sub(1);
|
||||||
|
pile.iter()
|
||||||
|
.take(steps)
|
||||||
|
.map(|(_, up)| if *up { 1.0 } else { facedown_ratio })
|
||||||
|
.sum::<f32>()
|
||||||
|
})
|
||||||
|
.fold(0.0_f32, f32::max);
|
||||||
|
assert!(
|
||||||
|
max_demand > 1.0,
|
||||||
|
"a fresh deal's deepest column should contribute several fan steps, got {max_demand}"
|
||||||
|
);
|
||||||
|
|
||||||
|
let layout = app.world().resource::<LayoutResource>();
|
||||||
|
let card_h = layout.0.card_size.y;
|
||||||
|
let avail = layout.0.available_tableau_height;
|
||||||
|
let expected = (avail / (max_demand * card_h))
|
||||||
|
.clamp(TABLEAU_FAN_FRAC, crate::layout::MAX_DYNAMIC_FAN_FRAC);
|
||||||
|
|
||||||
|
assert!(
|
||||||
|
(layout.0.tableau_fan_frac - expected).abs() < 1e-3,
|
||||||
|
"cold-start fan {} should equal the demand-filled value {} \
|
||||||
|
(card_h={card_h}, avail={avail}, demand={max_demand})",
|
||||||
|
layout.0.tableau_fan_frac,
|
||||||
|
expected,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn flip_half_secs_is_positive() {
|
fn flip_half_secs_is_positive() {
|
||||||
const {
|
const {
|
||||||
@@ -3162,6 +3281,56 @@ mod tests {
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn resize_keeps_tableau_fan_filled() {
|
||||||
|
// The Android safe-area-inset update (frames 1-3) and fold/unfold both
|
||||||
|
// fire a WindowResized that recomputes the layout, resetting the fan to
|
||||||
|
// compute_layout's sparse worst-case value. on_window_resized must
|
||||||
|
// re-apply the dynamic fill so the tableau keeps filling the viewport
|
||||||
|
// after a resize — not only at deal time. Without the fill in the resize
|
||||||
|
// path the fan would snap back to the worst-case value and the lower
|
||||||
|
// screen would empty out on the first resize.
|
||||||
|
let mut app = app();
|
||||||
|
|
||||||
|
// A tall near-square window (like an unfolded foldable) where the dynamic
|
||||||
|
// fill clearly exceeds the worst-case fan.
|
||||||
|
fire_window_resize(&mut app, 1400.0, 1500.0);
|
||||||
|
advance_past_resize_throttle(&mut app);
|
||||||
|
|
||||||
|
let game = app.world().resource::<GameStateResource>();
|
||||||
|
let facedown_ratio = TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC;
|
||||||
|
let max_demand = [
|
||||||
|
Tableau::Tableau1,
|
||||||
|
Tableau::Tableau2,
|
||||||
|
Tableau::Tableau3,
|
||||||
|
Tableau::Tableau4,
|
||||||
|
Tableau::Tableau5,
|
||||||
|
Tableau::Tableau6,
|
||||||
|
Tableau::Tableau7,
|
||||||
|
]
|
||||||
|
.into_iter()
|
||||||
|
.map(|t| {
|
||||||
|
let pile = game.0.pile(KlondikePile::Tableau(t));
|
||||||
|
let steps = pile.len().saturating_sub(1);
|
||||||
|
pile.iter()
|
||||||
|
.take(steps)
|
||||||
|
.map(|(_, up)| if *up { 1.0 } else { facedown_ratio })
|
||||||
|
.sum::<f32>()
|
||||||
|
})
|
||||||
|
.fold(0.0_f32, f32::max);
|
||||||
|
|
||||||
|
let layout = app.world().resource::<LayoutResource>();
|
||||||
|
let expected = (layout.0.available_tableau_height / (max_demand * layout.0.card_size.y))
|
||||||
|
.clamp(TABLEAU_FAN_FRAC, crate::layout::MAX_DYNAMIC_FAN_FRAC);
|
||||||
|
assert!(
|
||||||
|
(layout.0.tableau_fan_frac - expected).abs() < 1e-3,
|
||||||
|
"after resize the fan {} should be re-filled to {} (the resize path must \
|
||||||
|
re-apply apply_dynamic_tableau_fan)",
|
||||||
|
layout.0.tableau_fan_frac,
|
||||||
|
expected,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn resize_does_not_despawn_card_labels() {
|
fn resize_does_not_despawn_card_labels() {
|
||||||
// Spawn a fresh app, capture the current set of CardLabel entity IDs,
|
// Spawn a fresh app, capture the current set of CardLabel entity IDs,
|
||||||
@@ -3202,6 +3371,44 @@ mod tests {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn appearance_neutral_state_change_does_not_rebuild_card_children() {
|
||||||
|
// A StateChangedEvent that doesn't alter any card's appearance — the
|
||||||
|
// common case during a move, for the ~50 cards that didn't move or flip
|
||||||
|
// — must NOT despawn and respawn child entities. Before the
|
||||||
|
// CardChildrenKey guard every StateChangedEvent rebuilt all 52 cards'
|
||||||
|
// children (incl. a Text2d glyph re-layout each), the per-move spike
|
||||||
|
// that stuttered the slide animation on high-resolution devices.
|
||||||
|
let mut app = app();
|
||||||
|
|
||||||
|
let labels_before: HashSet<Entity> = app
|
||||||
|
.world_mut()
|
||||||
|
.query_filtered::<Entity, With<CardLabel>>()
|
||||||
|
.iter(app.world())
|
||||||
|
.collect();
|
||||||
|
assert!(
|
||||||
|
!labels_before.is_empty(),
|
||||||
|
"fixture should have spawned CardLabel children in the fallback path"
|
||||||
|
);
|
||||||
|
|
||||||
|
// Fire a StateChangedEvent without mutating the game: no card moves or
|
||||||
|
// flips, so every card's CardChildrenKey is unchanged.
|
||||||
|
app.world_mut().write_message(StateChangedEvent);
|
||||||
|
app.update();
|
||||||
|
|
||||||
|
let labels_after: HashSet<Entity> = app
|
||||||
|
.world_mut()
|
||||||
|
.query_filtered::<Entity, With<CardLabel>>()
|
||||||
|
.iter(app.world())
|
||||||
|
.collect();
|
||||||
|
|
||||||
|
assert_eq!(
|
||||||
|
labels_before, labels_after,
|
||||||
|
"an appearance-neutral StateChangedEvent must not despawn/respawn card \
|
||||||
|
children — the CardChildrenKey guard should have skipped the rebuild"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn resize_in_place_updates_card_label_font_size() {
|
fn resize_in_place_updates_card_label_font_size() {
|
||||||
// Capture an arbitrary CardLabel's TextFont.font_size before resize,
|
// Capture an arbitrary CardLabel's TextFont.font_size before resize,
|
||||||
|
|||||||
@@ -10,7 +10,8 @@
|
|||||||
//! - `Esc` → handled by `PausePlugin` (overlay toggle + paused flag)
|
//! - `Esc` → handled by `PausePlugin` (overlay toggle + paused flag)
|
||||||
//!
|
//!
|
||||||
//! Mouse:
|
//! Mouse:
|
||||||
//! - Left-click on the stock pile (face-down deck) or waste slot → `DrawRequestEvent`
|
//! - Left-click on the stock pile (face-down deck) → `DrawRequestEvent`
|
||||||
|
//! (the waste card is left free to play: double-click to auto-move, or drag)
|
||||||
//! - Left-press-drag-release on a face-up card → `MoveRequestEvent` between
|
//! - Left-press-drag-release on a face-up card → `MoveRequestEvent` between
|
||||||
//! the origin pile and whatever pile the cursor is over at release.
|
//! the origin pile and whatever pile the cursor is over at release.
|
||||||
//! On rejection, the drag cards snap back to their origin via a
|
//! On rejection, the drag cards snap back to their origin via a
|
||||||
@@ -34,7 +35,7 @@ use crate::auto_complete_plugin::AutoCompleteState;
|
|||||||
use crate::card_animation::tuning::AnimationTuning;
|
use crate::card_animation::tuning::AnimationTuning;
|
||||||
use crate::card_animation::{CardAnimation, MotionCurve};
|
use crate::card_animation::{CardAnimation, MotionCurve};
|
||||||
use crate::card_plugin::{
|
use crate::card_plugin::{
|
||||||
CardEntity, CardEntityIndex, HintHighlight, HintHighlightTimer, STACK_FAN_FRAC,
|
CardEntity, CardEntityIndex, HintHighlight, HintHighlightTimer, STACK_FAN_FRAC, waste_fan_step,
|
||||||
};
|
};
|
||||||
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
|
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
|
||||||
use crate::events::{
|
use crate::events::{
|
||||||
@@ -536,8 +537,9 @@ fn handle_stock_click(
|
|||||||
|
|
||||||
// `pile_positions[Stock]` is the waste column (col_x(1)). card_plugin renders the
|
// `pile_positions[Stock]` is the waste column (col_x(1)). card_plugin renders the
|
||||||
// face-down deck one column to the left via `base.x -= tableau_col_step`, placing it
|
// face-down deck one column to the left via `base.x -= tableau_col_step`, placing it
|
||||||
// at Tableau1's x (col_x(0)). Hit-test both the deck AND the waste slot: in standard
|
// at Tableau1's x (col_x(0)). Only the deck draws — clicking the waste card must
|
||||||
// Klondike UX clicking either card draws from the deck.
|
// leave it free to be played (double-click to auto-move, or drag); hit-testing the
|
||||||
|
// waste slot here would intercept that click and draw the next card instead.
|
||||||
let Some(&waste_pos) = layout.0.pile_positions.get(&KlondikePile::Stock) else {
|
let Some(&waste_pos) = layout.0.pile_positions.get(&KlondikePile::Stock) else {
|
||||||
return;
|
return;
|
||||||
};
|
};
|
||||||
@@ -549,9 +551,7 @@ fn handle_stock_click(
|
|||||||
return;
|
return;
|
||||||
};
|
};
|
||||||
let deck_pos = Vec2::new(t1_pos.x, waste_pos.y);
|
let deck_pos = Vec2::new(t1_pos.x, waste_pos.y);
|
||||||
if point_in_rect(world, deck_pos, layout.0.card_size)
|
if point_in_rect(world, deck_pos, layout.0.card_size) {
|
||||||
|| point_in_rect(world, waste_pos, layout.0.card_size)
|
|
||||||
{
|
|
||||||
draw.write(DrawRequestEvent);
|
draw.write(DrawRequestEvent);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -596,9 +596,9 @@ fn handle_touch_stock_tap(
|
|||||||
continue;
|
continue;
|
||||||
};
|
};
|
||||||
let deck_pos = Vec2::new(t1_pos.x, waste_pos.y);
|
let deck_pos = Vec2::new(t1_pos.x, waste_pos.y);
|
||||||
if point_in_rect(world, deck_pos, layout.0.card_size)
|
// Only the face-down deck draws; tapping the waste card leaves it free to
|
||||||
|| point_in_rect(world, waste_pos, layout.0.card_size)
|
// play (double-tap to auto-move, or drag).
|
||||||
{
|
if point_in_rect(world, deck_pos, layout.0.card_size) {
|
||||||
draw.write(DrawRequestEvent);
|
draw.write(DrawRequestEvent);
|
||||||
game_consumed.0 = true;
|
game_consumed.0 = true;
|
||||||
break; // one draw per tap frame
|
break; // one draw per tap frame
|
||||||
@@ -1175,12 +1175,15 @@ fn card_position(
|
|||||||
Vec2::new(base.x, base.y + y_offset)
|
Vec2::new(base.x, base.y + y_offset)
|
||||||
} else if matches!(pile, KlondikePile::Stock) && game.draw_mode() == DrawStockConfig::DrawThree {
|
} else if matches!(pile, KlondikePile::Stock) && game.draw_mode() == DrawStockConfig::DrawThree {
|
||||||
// In Draw-Three mode the top 3 waste cards are fanned in X to match
|
// In Draw-Three mode the top 3 waste cards are fanned in X to match
|
||||||
// card_plugin::card_positions(). Hit-testing must use the same offsets
|
// card_plugin::card_positions(). Hit-testing uses the same `waste_fan_step`
|
||||||
// so clicking the visually rightmost (top) card actually registers.
|
// so clicking the visually rightmost (top) card actually registers — a
|
||||||
|
// fixed `card_size.x * 0.28` matched the renderer on desktop but drifted
|
||||||
|
// on Android (tighter column spacing), shifting the top card's hit target
|
||||||
|
// onto the card beneath it.
|
||||||
let pile_len = game.waste_cards().len();
|
let pile_len = game.waste_cards().len();
|
||||||
let visible_start = pile_len.saturating_sub(3);
|
let visible_start = pile_len.saturating_sub(3);
|
||||||
let slot = stack_index.saturating_sub(visible_start) as f32;
|
let slot = stack_index.saturating_sub(visible_start) as f32;
|
||||||
Vec2::new(base.x + slot * layout.card_size.x * 0.28, base.y)
|
Vec2::new(base.x + slot * waste_fan_step(layout), base.y)
|
||||||
} else {
|
} else {
|
||||||
base
|
base
|
||||||
}
|
}
|
||||||
@@ -1829,7 +1832,7 @@ const _VEC3_REFERENCED: Option<Vec3> = None;
|
|||||||
mod tests {
|
mod tests {
|
||||||
use super::*;
|
use super::*;
|
||||||
use crate::layout::compute_layout;
|
use crate::layout::compute_layout;
|
||||||
use solitaire_core::{Foundation, Tableau};
|
use solitaire_core::{Deck, Foundation, Rank, Suit, Tableau};
|
||||||
use solitaire_core::{DrawStockConfig, game_state::GameState};
|
use solitaire_core::{DrawStockConfig, game_state::GameState};
|
||||||
|
|
||||||
fn clear_test_piles(game: &mut GameState) {
|
fn clear_test_piles(game: &mut GameState) {
|
||||||
@@ -1910,6 +1913,90 @@ mod tests {
|
|||||||
assert_eq!(result.2.len(), 1);
|
assert_eq!(result.2.len(), 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn find_draggable_picks_waste_top_with_multiple_cards() {
|
||||||
|
// Reproduces the reported "drags the wrong waste card" bug: with several
|
||||||
|
// cards in the waste, clicking the visible top must pick the actual top
|
||||||
|
// (last index), not the buffer card underneath it.
|
||||||
|
let mut game = GameState::new(42, DrawStockConfig::DrawOne);
|
||||||
|
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
|
||||||
|
clear_test_piles(&mut game);
|
||||||
|
let waste = vec![Card::new(Deck::Deck1, Suit::Clubs, Rank::Two),
|
||||||
|
Card::new(Deck::Deck1, Suit::Hearts, Rank::Five),
|
||||||
|
Card::new(Deck::Deck1, Suit::Spades, Rank::Nine)];
|
||||||
|
game.set_test_waste_cards(waste.clone());
|
||||||
|
|
||||||
|
let top_index = waste.len() - 1; // 2 = the visible top
|
||||||
|
let top_pos = card_position(&game, &layout, &KlondikePile::Stock, top_index);
|
||||||
|
let result = find_draggable_at(top_pos, &game, &layout).expect("waste top is draggable");
|
||||||
|
assert_eq!(result.0, KlondikePile::Stock, "origin is the waste pile");
|
||||||
|
assert_eq!(result.1, top_index, "picks the top index, not the buffer");
|
||||||
|
assert_eq!(result.2, vec![waste[top_index].clone()], "drags the top card only");
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn find_draggable_picks_lone_waste_card() {
|
||||||
|
// "can't play the first card in the stock" — a waste of one card must
|
||||||
|
// still be draggable.
|
||||||
|
let mut game = GameState::new(42, DrawStockConfig::DrawOne);
|
||||||
|
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
|
||||||
|
clear_test_piles(&mut game);
|
||||||
|
let card = Card::new(Deck::Deck1, Suit::Diamonds, Rank::Ace);
|
||||||
|
game.set_test_waste_cards(vec![card.clone()]);
|
||||||
|
|
||||||
|
let pos = card_position(&game, &layout, &KlondikePile::Stock, 0);
|
||||||
|
let result = find_draggable_at(pos, &game, &layout).expect("lone waste card is draggable");
|
||||||
|
assert_eq!(result.0, KlondikePile::Stock);
|
||||||
|
assert_eq!(result.1, 0);
|
||||||
|
assert_eq!(result.2, vec![card]);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn draw_three_waste_hit_test_matches_render_fan_step() {
|
||||||
|
// Regression: the Draw-Three waste hit-test must use the same fan step as
|
||||||
|
// the renderer (`card_plugin::waste_fan_step`). The previous hard-coded
|
||||||
|
// `card_size.x * 0.28` matched the renderer only on desktop (column step =
|
||||||
|
// 1.25*cw); under tighter Android-style spacing the two drift and the top
|
||||||
|
// fanned card's click target lands on the card beneath it — so dragging
|
||||||
|
// the visible top card plays the wrong one.
|
||||||
|
let mut game = GameState::new(7, DrawStockConfig::DrawThree);
|
||||||
|
let mut layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
|
||||||
|
|
||||||
|
// Force tight (Android-like) column spacing: ~1.03 * card_width.
|
||||||
|
let cw = layout.card_size.x;
|
||||||
|
let base = layout.pile_positions[&KlondikePile::Stock];
|
||||||
|
let t1 = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
|
||||||
|
layout.pile_positions.insert(
|
||||||
|
KlondikePile::Tableau(Tableau::Tableau2),
|
||||||
|
Vec2::new(t1.x + cw * 1.03, t1.y),
|
||||||
|
);
|
||||||
|
|
||||||
|
clear_test_piles(&mut game);
|
||||||
|
let waste = vec![
|
||||||
|
Card::new(Deck::Deck1, Suit::Clubs, Rank::Two),
|
||||||
|
Card::new(Deck::Deck1, Suit::Hearts, Rank::Five),
|
||||||
|
Card::new(Deck::Deck1, Suit::Spades, Rank::Nine),
|
||||||
|
Card::new(Deck::Deck1, Suit::Diamonds, Rank::King),
|
||||||
|
];
|
||||||
|
game.set_test_waste_cards(waste.clone());
|
||||||
|
|
||||||
|
// visible_start = len-3 = 1, so the top card sits at fan slot 2.
|
||||||
|
let top_index = waste.len() - 1;
|
||||||
|
let pos = card_position(&game, &layout, &KlondikePile::Stock, top_index);
|
||||||
|
|
||||||
|
let expected = base.x + 2.0 * waste_fan_step(&layout);
|
||||||
|
assert!(
|
||||||
|
(pos.x - expected).abs() < 1e-3,
|
||||||
|
"hit-test must use the shared waste fan step"
|
||||||
|
);
|
||||||
|
// The old fixed constant would have drifted from the renderer here.
|
||||||
|
let old = base.x + 2.0 * cw * 0.28;
|
||||||
|
assert!(
|
||||||
|
(pos.x - old).abs() > 1.0,
|
||||||
|
"shared step must differ from the old fixed step under tight spacing"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn find_draggable_skips_face_down_cards() {
|
fn find_draggable_skips_face_down_cards() {
|
||||||
let game = GameState::new(42, DrawStockConfig::DrawOne);
|
let game = GameState::new(42, DrawStockConfig::DrawOne);
|
||||||
|
|||||||
@@ -7,6 +7,7 @@ use std::collections::HashMap;
|
|||||||
|
|
||||||
use bevy::math::Vec2;
|
use bevy::math::Vec2;
|
||||||
use bevy::prelude::{Resource, SystemSet};
|
use bevy::prelude::{Resource, SystemSet};
|
||||||
|
use solitaire_core::game_state::GameState;
|
||||||
use solitaire_core::{Foundation, KlondikePile, Tableau};
|
use solitaire_core::{Foundation, KlondikePile, Tableau};
|
||||||
|
|
||||||
/// Schedule labels for layout-related systems so cross-plugin ordering is
|
/// Schedule labels for layout-related systems so cross-plugin ordering is
|
||||||
@@ -91,6 +92,15 @@ const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.14;
|
|||||||
/// this column inside the visible window.
|
/// this column inside the visible window.
|
||||||
const MAX_TABLEAU_CARDS: f32 = 13.0;
|
const MAX_TABLEAU_CARDS: f32 = 13.0;
|
||||||
|
|
||||||
|
/// Upper bound for the dynamic tableau fan step (fraction of card height) chosen
|
||||||
|
/// by [`apply_dynamic_tableau_fan`]. The fan is spread to fill the available
|
||||||
|
/// height, but a near-empty column has tiny demand, so without a cap its few
|
||||||
|
/// cards would fling far apart on a tall viewport. At 0.6 the face-up cards keep
|
||||||
|
/// clear overlap (a readable stack) while still filling most of a near-square /
|
||||||
|
/// unfolded-foldable screen. Tunable purely for feel — no effect on correctness
|
||||||
|
/// or hit-testing.
|
||||||
|
pub(crate) const MAX_DYNAMIC_FAN_FRAC: f32 = 0.9;
|
||||||
|
|
||||||
/// Vertical pixel band reserved at the top of the play area for the HUD
|
/// Vertical pixel band reserved at the top of the play area for the HUD
|
||||||
/// (action buttons, Score / Moves / Timer readouts). The card grid starts
|
/// (action buttons, Score / Moves / Timer readouts). The card grid starts
|
||||||
/// below this band so the HUD doesn't bleed into the play surface.
|
/// below this band so the HUD doesn't bleed into the play surface.
|
||||||
@@ -275,13 +285,12 @@ pub fn compute_layout(
|
|||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Adaptive tableau fan fraction. On height-limited (desktop) windows the
|
// Adaptive tableau fan fraction. On height-limited windows the height-based
|
||||||
// height-based sizing already ensures a worst-case 13-card column fits at
|
// sizing already ensures a worst-case 13-card column fits at TABLEAU_FAN_FRAC,
|
||||||
// TABLEAU_FAN_FRAC (0.25), so the formula returns ≈0.25 and the clamp
|
// so the formula returns the minimum and the clamp keeps it there. On
|
||||||
// keeps it there — no change from prior behaviour. On width-limited
|
// width-limited (portrait phone) windows card_size is small and lots of
|
||||||
// (portrait phone) windows card_size is small and lots of vertical space
|
// vertical space is unused; solve for the fraction that fills the available
|
||||||
// is unused; we solve for the fraction that exactly fills the available
|
// space. `apply_dynamic_tableau_fan` later refines this for the actual deal.
|
||||||
// space to the bottom margin.
|
|
||||||
//
|
//
|
||||||
// avail = distance from the top of the first tableau card to the bottom
|
// avail = distance from the top of the first tableau card to the bottom
|
||||||
// margin — i.e. the space available for 12 fan steps.
|
// margin — i.e. the space available for 12 fan steps.
|
||||||
@@ -292,20 +301,87 @@ pub fn compute_layout(
|
|||||||
} else {
|
} else {
|
||||||
TABLEAU_FAN_FRAC
|
TABLEAU_FAN_FRAC
|
||||||
};
|
};
|
||||||
// Never go below the desktop minimum — avoids shrinking the fan on
|
|
||||||
// degenerate near-square windows where the formula might undershoot.
|
|
||||||
let tableau_fan_frac = ideal_fan_frac.max(TABLEAU_FAN_FRAC);
|
let tableau_fan_frac = ideal_fan_frac.max(TABLEAU_FAN_FRAC);
|
||||||
// Scale the face-down fraction proportionally so rendering and hit-testing
|
|
||||||
// stay in sync (TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC = 0.48 ratio).
|
|
||||||
let facedown_scale = TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC;
|
let facedown_scale = TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC;
|
||||||
let tableau_facedown_fan_frac = tableau_fan_frac * facedown_scale;
|
let tableau_facedown_fan_frac = tableau_fan_frac * facedown_scale;
|
||||||
|
let available_tableau_height = avail;
|
||||||
|
|
||||||
Layout {
|
Layout {
|
||||||
card_size,
|
card_size,
|
||||||
pile_positions,
|
pile_positions,
|
||||||
tableau_fan_frac,
|
tableau_fan_frac,
|
||||||
tableau_facedown_fan_frac,
|
tableau_facedown_fan_frac,
|
||||||
available_tableau_height: avail,
|
available_tableau_height,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Spread the tableau fan so the deepest column fills the available vertical
|
||||||
|
/// height for the *current* deal, mutating `layout.tableau_fan_frac` and its
|
||||||
|
/// face-down companion in place.
|
||||||
|
///
|
||||||
|
/// `compute_layout` is pure geometry and sizes the fan for a worst-case 13-card
|
||||||
|
/// column, so early in a game (shallow columns) a tall or near-square viewport
|
||||||
|
/// — e.g. an unfolded foldable — is left with a large empty band below the
|
||||||
|
/// tableau. This refines the fan once the actual deal is known.
|
||||||
|
///
|
||||||
|
/// Depth is measured across *all* cards in a column, each face-down card
|
||||||
|
/// weighted by the fixed face-down/face-up step ratio. Counting the face-down
|
||||||
|
/// portion (not just the face-up tail) is what fills the lower screen on a fresh
|
||||||
|
/// deal, where the deepest column is several face-down cards under one face-up
|
||||||
|
/// one. Deeper columns drive the fraction down so everything still fits;
|
||||||
|
/// [`TABLEAU_FAN_FRAC`] floors it and [`MAX_DYNAMIC_FAN_FRAC`] caps it.
|
||||||
|
///
|
||||||
|
/// Called from card-sync at startup and on every `StateChangedEvent`, and from
|
||||||
|
/// the resize pipeline after `compute_layout`, so the cold-start deal, ongoing
|
||||||
|
/// play, and fold/unfold all stay filled. `card_position` / `card_positions`
|
||||||
|
/// read the same fractions, so rendering and hit-testing remain in sync.
|
||||||
|
pub(crate) fn apply_dynamic_tableau_fan(game: &GameState, layout: &mut Layout) {
|
||||||
|
let card_h = layout.card_size.y;
|
||||||
|
let avail = layout.available_tableau_height;
|
||||||
|
if card_h <= 0.0 {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
let facedown_ratio = TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC;
|
||||||
|
|
||||||
|
// "Step demand" of a column: the vertical offset of its bottom card from its
|
||||||
|
// top card, in units of the face-up fan step. Every card except the last
|
||||||
|
// contributes one step, weighted down to `facedown_ratio` while face-down.
|
||||||
|
let max_demand = [
|
||||||
|
Tableau::Tableau1,
|
||||||
|
Tableau::Tableau2,
|
||||||
|
Tableau::Tableau3,
|
||||||
|
Tableau::Tableau4,
|
||||||
|
Tableau::Tableau5,
|
||||||
|
Tableau::Tableau6,
|
||||||
|
Tableau::Tableau7,
|
||||||
|
]
|
||||||
|
.into_iter()
|
||||||
|
.map(|tableau| {
|
||||||
|
let pile = game.pile(KlondikePile::Tableau(tableau));
|
||||||
|
let steps = pile.len().saturating_sub(1);
|
||||||
|
pile.iter()
|
||||||
|
.take(steps)
|
||||||
|
.map(|(_, face_up)| if *face_up { 1.0 } else { facedown_ratio })
|
||||||
|
.sum::<f32>()
|
||||||
|
})
|
||||||
|
.fold(0.0_f32, f32::max);
|
||||||
|
|
||||||
|
// No fannable column (every tableau pile has ≤ 1 card) — leave the fractions
|
||||||
|
// at the values compute_layout set.
|
||||||
|
if max_demand <= 0.0 {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
let ideal = avail / (max_demand * card_h);
|
||||||
|
let new_frac = ideal.clamp(TABLEAU_FAN_FRAC, MAX_DYNAMIC_FAN_FRAC);
|
||||||
|
let new_facedown_frac = new_frac * facedown_ratio;
|
||||||
|
|
||||||
|
if (layout.tableau_fan_frac - new_frac).abs() > 1e-4 {
|
||||||
|
layout.tableau_fan_frac = new_frac;
|
||||||
|
}
|
||||||
|
if (layout.tableau_facedown_fan_frac - new_facedown_frac).abs() > 1e-4 {
|
||||||
|
layout.tableau_facedown_fan_frac = new_facedown_frac;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -11,7 +11,9 @@ use solitaire_core::Suit;
|
|||||||
|
|
||||||
use crate::events::{HintVisualEvent, StateChangedEvent};
|
use crate::events::{HintVisualEvent, StateChangedEvent};
|
||||||
use crate::hud_plugin::HudVisibility;
|
use crate::hud_plugin::HudVisibility;
|
||||||
use crate::layout::{Layout, LayoutResource, LayoutSystem, TABLE_COLOUR, compute_layout};
|
use crate::layout::{
|
||||||
|
Layout, LayoutResource, LayoutSystem, TABLE_COLOUR, apply_dynamic_tableau_fan, compute_layout,
|
||||||
|
};
|
||||||
use crate::resources::GameStateResource;
|
use crate::resources::GameStateResource;
|
||||||
use crate::safe_area::SafeAreaInsets;
|
use crate::safe_area::SafeAreaInsets;
|
||||||
use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
|
use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
|
||||||
@@ -348,12 +350,13 @@ fn spawn_pile_markers(commands: &mut Commands, layout: &Layout) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#[allow(clippy::type_complexity)]
|
#[allow(clippy::type_complexity, clippy::too_many_arguments)]
|
||||||
fn on_window_resized(
|
fn on_window_resized(
|
||||||
mut events: MessageReader<WindowResized>,
|
mut events: MessageReader<WindowResized>,
|
||||||
safe_area: Option<Res<SafeAreaInsets>>,
|
safe_area: Option<Res<SafeAreaInsets>>,
|
||||||
windows: Query<&Window>,
|
windows: Query<&Window>,
|
||||||
hud_vis: Option<Res<HudVisibility>>,
|
hud_vis: Option<Res<HudVisibility>>,
|
||||||
|
game: Option<Res<GameStateResource>>,
|
||||||
mut layout_res: Option<ResMut<LayoutResource>>,
|
mut layout_res: Option<ResMut<LayoutResource>>,
|
||||||
mut backgrounds: Query<
|
mut backgrounds: Query<
|
||||||
(&mut Sprite, &mut Transform),
|
(&mut Sprite, &mut Transform),
|
||||||
@@ -370,7 +373,16 @@ fn on_window_resized(
|
|||||||
let safe_area_top = insets.top / scale;
|
let safe_area_top = insets.top / scale;
|
||||||
let safe_area_bottom = insets.bottom / scale;
|
let safe_area_bottom = insets.bottom / scale;
|
||||||
let hud_visible = hud_vis.as_deref().copied().unwrap_or_default() == HudVisibility::Visible;
|
let hud_visible = hud_vis.as_deref().copied().unwrap_or_default() == HudVisibility::Visible;
|
||||||
let new_layout = compute_layout(window_size, safe_area_top, safe_area_bottom, hud_visible);
|
let mut new_layout = compute_layout(window_size, safe_area_top, safe_area_bottom, hud_visible);
|
||||||
|
|
||||||
|
// compute_layout sizes the fan for a worst-case column; refine it to the
|
||||||
|
// current deal so a resize (incl. the Android safe-area-inset resize that
|
||||||
|
// fires in the first few frames, and fold/unfold on foldables) keeps the
|
||||||
|
// tableau filling the viewport instead of snapping back to the sparse
|
||||||
|
// worst-case fan.
|
||||||
|
if let Some(game) = game.as_ref() {
|
||||||
|
apply_dynamic_tableau_fan(&game.0, &mut new_layout);
|
||||||
|
}
|
||||||
|
|
||||||
if let Some(layout_res) = layout_res.as_deref_mut() {
|
if let Some(layout_res) = layout_res.as_deref_mut() {
|
||||||
layout_res.0 = new_layout.clone();
|
layout_res.0 = new_layout.clone();
|
||||||
|
|||||||
@@ -142,10 +142,32 @@ async function main() {
|
|||||||
const page = await context.newPage();
|
const page = await context.newPage();
|
||||||
const results = [];
|
const results = [];
|
||||||
|
|
||||||
|
// Load the page once, then reset each game in place via the bridge's
|
||||||
|
// newGame(). A fresh page.goto() per game (hundreds of navigations in a
|
||||||
|
// single browser context) accumulates resources and eventually makes
|
||||||
|
// waitForFunction time out around game ~100. One load stays fast.
|
||||||
|
await page.goto(`${baseUrl}/${route}`, { waitUntil: "domcontentloaded" });
|
||||||
|
if (route === "play-classic") {
|
||||||
|
const resumeVisible = await page
|
||||||
|
.locator("#resume-overlay:not(.hidden)")
|
||||||
|
.isVisible()
|
||||||
|
.catch(() => false);
|
||||||
|
if (resumeVisible) {
|
||||||
|
await page.evaluate(() => localStorage.removeItem("fs_game_save"));
|
||||||
|
await page.reload({ waitUntil: "domcontentloaded" });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
await page.waitForFunction(
|
||||||
|
() =>
|
||||||
|
typeof window.__FERROUS_DEBUG__ === "object" &&
|
||||||
|
typeof window.__FERROUS_DEBUG__.newGame === "function",
|
||||||
|
null,
|
||||||
|
{ timeout: 30_000 }
|
||||||
|
);
|
||||||
|
|
||||||
for (let i = 0; i < games; i++) {
|
for (let i = 0; i < games; i++) {
|
||||||
const seed = i;
|
const seed = i;
|
||||||
const draw3 = i % 2 === 1;
|
const draw3 = i % 2 === 1;
|
||||||
const suffix = draw3 ? "&draw3=" : "";
|
|
||||||
|
|
||||||
const pageErrors = [];
|
const pageErrors = [];
|
||||||
const consoleErrors = [];
|
const consoleErrors = [];
|
||||||
@@ -158,27 +180,10 @@ async function main() {
|
|||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
await page.goto(`${baseUrl}/${route}?seed=${seed}${suffix}`, {
|
// Reset to a fresh seeded game without navigating.
|
||||||
waitUntil: "domcontentloaded",
|
await page.evaluate(
|
||||||
});
|
({ seed, draw3 }) => window.__FERROUS_DEBUG__.newGame(seed, draw3),
|
||||||
|
{ seed, draw3 }
|
||||||
if (route === "play-classic") {
|
|
||||||
const resumeVisible = await page
|
|
||||||
.locator("#resume-overlay:not(.hidden)")
|
|
||||||
.isVisible()
|
|
||||||
.catch(() => false);
|
|
||||||
if (resumeVisible) {
|
|
||||||
await page.evaluate(() => localStorage.removeItem("fs_game_save"));
|
|
||||||
await page.reload({ waitUntil: "domcontentloaded" });
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
await page.waitForFunction(
|
|
||||||
() =>
|
|
||||||
typeof window.__FERROUS_DEBUG__ === "object" &&
|
|
||||||
window.__FERROUS_DEBUG__.seed() !== null,
|
|
||||||
null,
|
|
||||||
{ timeout: 30_000 }
|
|
||||||
);
|
);
|
||||||
|
|
||||||
const run = await page.evaluate(({ stepCap, policyName, maxVisits }) => {
|
const run = await page.evaluate(({ stepCap, policyName, maxVisits }) => {
|
||||||
|
|||||||
@@ -203,7 +203,12 @@ fn build_router_inner(state: AppState, rate_limit: bool) -> Router {
|
|||||||
// and the wasm-bindgen-generated `web/pkg/`). The HTML page is the
|
// and the wasm-bindgen-generated `web/pkg/`). The HTML page is the
|
||||||
// same regardless of `:id` — it reads the path from `location` in JS
|
// same regardless of `:id` — it reads the path from `location` in JS
|
||||||
// and fetches the replay JSON from `/api/replays/:id`.
|
// and fetches the replay JSON from `/api/replays/:id`.
|
||||||
let web = Router::new()
|
// HTML pages are `include_str!`'d into the binary and change on every
|
||||||
|
// deploy, so they get `Cache-Control: no-cache` (always revalidate). The
|
||||||
|
// `/web` + `/assets` static files keep ServeDir's default Last-Modified
|
||||||
|
// caching — applying no-cache to *those* too made the e2e cycle gate's 240
|
||||||
|
// page reloads recompile the wasm each time and time out.
|
||||||
|
let html_pages = Router::new()
|
||||||
.route(
|
.route(
|
||||||
"/",
|
"/",
|
||||||
get(|| async { Html(include_str!("../web/home.html")) }),
|
get(|| async { Html(include_str!("../web/home.html")) }),
|
||||||
@@ -233,6 +238,10 @@ fn build_router_inner(state: AppState, rate_limit: bool) -> Router {
|
|||||||
"/replays",
|
"/replays",
|
||||||
get(|| async { Html(include_str!("../web/replays.html")) }),
|
get(|| async { Html(include_str!("../web/replays.html")) }),
|
||||||
)
|
)
|
||||||
|
.layer(axum_middleware::from_fn(no_cache_headers));
|
||||||
|
|
||||||
|
let web = Router::new()
|
||||||
|
.merge(html_pages)
|
||||||
.nest_service("/web", ServeDir::new("solitaire_server/web"))
|
.nest_service("/web", ServeDir::new("solitaire_server/web"))
|
||||||
.nest_service("/assets", ServeDir::new("assets"))
|
.nest_service("/assets", ServeDir::new("assets"))
|
||||||
.layer(axum_middleware::from_fn(security_headers));
|
.layer(axum_middleware::from_fn(security_headers));
|
||||||
@@ -267,14 +276,18 @@ async fn security_headers(req: Request<axum::body::Body>, next: axum_middleware:
|
|||||||
HeaderValue::from_static("nosniff"),
|
HeaderValue::from_static("nosniff"),
|
||||||
);
|
);
|
||||||
headers.insert("X-Frame-Options", HeaderValue::from_static("DENY"));
|
headers.insert("X-Frame-Options", HeaderValue::from_static("DENY"));
|
||||||
// Force revalidation of the web assets. The HTML pages are compiled into
|
res
|
||||||
// the binary via `include_str!` and the wasm-bindgen output (canvas.js,
|
}
|
||||||
// canvas_bg.wasm, solitaire_wasm.*) keeps fixed filenames that change in
|
|
||||||
// place on every deploy. Without this, browsers heuristically cache them
|
/// Adds `Cache-Control: no-cache` so the browser always revalidates before
|
||||||
// and keep serving stale builds even after a hard reload. `no-cache` lets
|
/// using a cached copy. Scoped to the `include_str!` HTML pages (which change
|
||||||
// the browser keep a copy but revalidate first; ServeDir supplies
|
/// on every deploy and have no validators) — not the ServeDir static assets,
|
||||||
// Last-Modified/ETag so unchanged assets still return a cheap 304.
|
/// which keep normal Last-Modified caching so repeated page loads can reuse the
|
||||||
headers.insert("Cache-Control", HeaderValue::from_static("no-cache"));
|
/// already-downloaded/compiled wasm.
|
||||||
|
async fn no_cache_headers(req: Request<axum::body::Body>, next: axum_middleware::Next) -> Response {
|
||||||
|
let mut res = next.run(req).await;
|
||||||
|
res.headers_mut()
|
||||||
|
.insert("Cache-Control", HeaderValue::from_static("no-cache"));
|
||||||
res
|
res
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -994,6 +994,14 @@ window.__FERROUS_DEBUG__ = {
|
|||||||
serialize() {
|
serialize() {
|
||||||
return game ? game.serialize() : null;
|
return game ? game.serialize() : null;
|
||||||
},
|
},
|
||||||
|
// Reset to a fresh seeded game in place (no page reload). Lets the cycle
|
||||||
|
// regression harness reuse one page across hundreds of games instead of
|
||||||
|
// navigating per game.
|
||||||
|
newGame(seed, drawThreeMode) {
|
||||||
|
drawThree = !!drawThreeMode;
|
||||||
|
startGame(seed ?? randomSeed());
|
||||||
|
return game ? game.state() : null;
|
||||||
|
},
|
||||||
applyLegalMove(index) {
|
applyLegalMove(index) {
|
||||||
if (!game) return { ok: false, error: "game_not_ready" };
|
if (!game) return { ok: false, error: "game_not_ready" };
|
||||||
const result = game.debug_apply_legal_move(index);
|
const result = game.debug_apply_legal_move(index);
|
||||||
|
|||||||
@@ -1649,62 +1649,62 @@ function __wbg_get_imports() {
|
|||||||
return ret;
|
return ret;
|
||||||
},
|
},
|
||||||
__wbindgen_cast_0000000000000001: function(arg0, arg1) {
|
__wbindgen_cast_0000000000000001: function(arg0, arg1) {
|
||||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 114856, ret: Result(Unit), inner_ret: Some(Result(Unit)) }, mutable: true }) -> Externref`.
|
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 114846, ret: Result(Unit), inner_ret: Some(Result(Unit)) }, mutable: true }) -> Externref`.
|
||||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hea4b5125da4e5ded);
|
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hea4b5125da4e5ded);
|
||||||
return ret;
|
return ret;
|
||||||
},
|
},
|
||||||
__wbindgen_cast_0000000000000002: function(arg0, arg1) {
|
__wbindgen_cast_0000000000000002: function(arg0, arg1) {
|
||||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 9842, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 9832, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e);
|
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e);
|
||||||
return ret;
|
return ret;
|
||||||
},
|
},
|
||||||
__wbindgen_cast_0000000000000003: function(arg0, arg1) {
|
__wbindgen_cast_0000000000000003: function(arg0, arg1) {
|
||||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Array<any>"), NamedExternref("ResizeObserver")], shim_idx: 9848, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Array<any>"), NamedExternref("ResizeObserver")], shim_idx: 9838, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h0fec466277fb30e8);
|
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h0fec466277fb30e8);
|
||||||
return ret;
|
return ret;
|
||||||
},
|
},
|
||||||
__wbindgen_cast_0000000000000004: function(arg0, arg1) {
|
__wbindgen_cast_0000000000000004: function(arg0, arg1) {
|
||||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Array<any>")], shim_idx: 9842, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Array<any>")], shim_idx: 9832, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_3);
|
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_3);
|
||||||
return ret;
|
return ret;
|
||||||
},
|
},
|
||||||
__wbindgen_cast_0000000000000005: function(arg0, arg1) {
|
__wbindgen_cast_0000000000000005: function(arg0, arg1) {
|
||||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Event")], shim_idx: 9842, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Event")], shim_idx: 9832, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_4);
|
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_4);
|
||||||
return ret;
|
return ret;
|
||||||
},
|
},
|
||||||
__wbindgen_cast_0000000000000006: function(arg0, arg1) {
|
__wbindgen_cast_0000000000000006: function(arg0, arg1) {
|
||||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("FocusEvent")], shim_idx: 9842, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("FocusEvent")], shim_idx: 9832, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_5);
|
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_5);
|
||||||
return ret;
|
return ret;
|
||||||
},
|
},
|
||||||
__wbindgen_cast_0000000000000007: function(arg0, arg1) {
|
__wbindgen_cast_0000000000000007: function(arg0, arg1) {
|
||||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("KeyboardEvent")], shim_idx: 9842, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("KeyboardEvent")], shim_idx: 9832, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_6);
|
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_6);
|
||||||
return ret;
|
return ret;
|
||||||
},
|
},
|
||||||
__wbindgen_cast_0000000000000008: function(arg0, arg1) {
|
__wbindgen_cast_0000000000000008: function(arg0, arg1) {
|
||||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PageTransitionEvent")], shim_idx: 9842, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PageTransitionEvent")], shim_idx: 9832, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_7);
|
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_7);
|
||||||
return ret;
|
return ret;
|
||||||
},
|
},
|
||||||
__wbindgen_cast_0000000000000009: function(arg0, arg1) {
|
__wbindgen_cast_0000000000000009: function(arg0, arg1) {
|
||||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PointerEvent")], shim_idx: 9842, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PointerEvent")], shim_idx: 9832, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_8);
|
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_8);
|
||||||
return ret;
|
return ret;
|
||||||
},
|
},
|
||||||
__wbindgen_cast_000000000000000a: function(arg0, arg1) {
|
__wbindgen_cast_000000000000000a: function(arg0, arg1) {
|
||||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("WheelEvent")], shim_idx: 9842, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("WheelEvent")], shim_idx: 9832, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_9);
|
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h2a0b90ad2a013a3e_9);
|
||||||
return ret;
|
return ret;
|
||||||
},
|
},
|
||||||
__wbindgen_cast_000000000000000b: function(arg0, arg1) {
|
__wbindgen_cast_000000000000000b: function(arg0, arg1) {
|
||||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Option(NamedExternref("Blob"))], shim_idx: 9844, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Option(NamedExternref("Blob"))], shim_idx: 9834, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hf05069bc44820cc5);
|
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hf05069bc44820cc5);
|
||||||
return ret;
|
return ret;
|
||||||
},
|
},
|
||||||
__wbindgen_cast_000000000000000c: function(arg0, arg1) {
|
__wbindgen_cast_000000000000000c: function(arg0, arg1) {
|
||||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [], shim_idx: 9840, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [], shim_idx: 9830, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h5e26b448f43bfba9);
|
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h5e26b448f43bfba9);
|
||||||
return ret;
|
return ret;
|
||||||
},
|
},
|
||||||
|
|||||||
Binary file not shown.
@@ -7,23 +7,10 @@
|
|||||||
<style>
|
<style>
|
||||||
* { box-sizing: border-box; margin: 0; padding: 0; }
|
* { box-sizing: border-box; margin: 0; padding: 0; }
|
||||||
html, body { height: 100%; background: #000; overflow: hidden; }
|
html, body { height: 100%; background: #000; overflow: hidden; }
|
||||||
/* Cap the canvas at WebGL2's 2048 max texture dimension (this mirrors
|
/* No size cap: the wgpu device now takes its max_texture_dimension from
|
||||||
the Window `resize_constraints` in solitaire_web/src/lib.rs — winit
|
the adapter (see solitaire_web/src/lib.rs), so the surface can match
|
||||||
applies that constraint as the canvas's own max-width/max-height).
|
the full viewport. fit_canvas_to_parent sizes the canvas to 100%. */
|
||||||
On wasm Bevy creates the device with downlevel_webgl2_defaults()
|
#bevy-canvas { display: block; width: 100%; height: 100%; }
|
||||||
whose max_texture_dimension_2d is a fixed 2048, so a larger surface
|
|
||||||
(e.g. a 4K display at 150% scale → a 2560x1440 logical viewport)
|
|
||||||
makes Surface::configure panic. `max-*` directly on the canvas keeps
|
|
||||||
the surface ≤ 2048 regardless of how fit_canvas_to_parent resolves
|
|
||||||
its 100% width; `margin: 0 auto` centres the letterbox horizontally. */
|
|
||||||
#bevy-canvas {
|
|
||||||
display: block;
|
|
||||||
width: 100%;
|
|
||||||
height: 100%;
|
|
||||||
max-width: 2048px;
|
|
||||||
max-height: 2048px;
|
|
||||||
margin: 0 auto;
|
|
||||||
}
|
|
||||||
</style>
|
</style>
|
||||||
</head>
|
</head>
|
||||||
<body>
|
<body>
|
||||||
|
|||||||
+19
-26
@@ -13,7 +13,7 @@ use bevy::asset::AssetMetaCheck;
|
|||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
use bevy::render::RenderPlugin;
|
use bevy::render::RenderPlugin;
|
||||||
use bevy::render::settings::{RenderCreation, WgpuSettings, WgpuSettingsPriority};
|
use bevy::render::settings::{RenderCreation, WgpuSettings, WgpuSettingsPriority};
|
||||||
use bevy::window::{Window, WindowPlugin, WindowResizeConstraints, WindowResolution};
|
use bevy::window::{Window, WindowPlugin, WindowResolution};
|
||||||
use solitaire_data::LocalOnlyProvider;
|
use solitaire_data::LocalOnlyProvider;
|
||||||
use solitaire_engine::CoreGamePlugin;
|
use solitaire_engine::CoreGamePlugin;
|
||||||
use wasm_bindgen::prelude::*;
|
use wasm_bindgen::prelude::*;
|
||||||
@@ -34,27 +34,15 @@ pub fn start() {
|
|||||||
fit_canvas_to_parent: true,
|
fit_canvas_to_parent: true,
|
||||||
// Prevent the browser stealing keyboard events and scroll.
|
// Prevent the browser stealing keyboard events and scroll.
|
||||||
prevent_default_event_handling: true,
|
prevent_default_event_handling: true,
|
||||||
// Force scale_factor = 1.0 so the wgpu surface is sized in
|
// Render at CSS/logical pixels (scale_factor 1.0) rather
|
||||||
// CSS/logical pixels rather than physical pixels. Without this,
|
// than physical (CSS × devicePixelRatio). This keeps the
|
||||||
// HiDPI displays (devicePixelRatio ≥ 2) produce a framebuffer
|
// surface smaller on HiDPI displays — lighter GPU load and
|
||||||
// whose physical width can exceed WebGL2's 2048-pixel per-
|
// stable sizing — at the cost of some crispness. The wgpu
|
||||||
// dimension limit, causing a wgpu validation panic on the first
|
// texture-dimension limit is now taken from the adapter (see
|
||||||
// resize event and killing the WASM thread.
|
// the RenderPlugin below), so this is purely a quality/perf
|
||||||
|
// choice, no longer a crash-avoidance hack.
|
||||||
resolution: WindowResolution::default()
|
resolution: WindowResolution::default()
|
||||||
.with_scale_factor_override(1.0),
|
.with_scale_factor_override(1.0),
|
||||||
// Cap the surface at WebGL2's max texture dimension (2048).
|
|
||||||
// On wasm Bevy creates the device with
|
|
||||||
// `Limits::downlevel_webgl2_defaults()` (max_texture_dimension_2d
|
|
||||||
// = 2048), so a larger surface — e.g. a 4K display at 150% scale
|
|
||||||
// gives a 2560x1440 logical viewport — makes Surface::configure
|
|
||||||
// panic on the first frame. winit maps this constraint to the
|
|
||||||
// canvas's `max-width`/`max-height` style, so the surface can
|
|
||||||
// never exceed it. Viewports wider/taller than 2048 letterbox.
|
|
||||||
resize_constraints: WindowResizeConstraints {
|
|
||||||
max_width: 2048.0,
|
|
||||||
max_height: 2048.0,
|
|
||||||
..default()
|
|
||||||
},
|
|
||||||
..default()
|
..default()
|
||||||
}),
|
}),
|
||||||
..default()
|
..default()
|
||||||
@@ -66,14 +54,19 @@ pub fn start() {
|
|||||||
meta_check: AssetMetaCheck::Never,
|
meta_check: AssetMetaCheck::Never,
|
||||||
..default()
|
..default()
|
||||||
})
|
})
|
||||||
// WebGL2 priority constrains naga (the shader translator) to emit
|
// `Functionality` makes wgpu adopt the *adapter's* real limits
|
||||||
// GLES 300es-compatible GLSL. Without this, Chromium's ANGLE driver
|
// instead of the conservative `downlevel_webgl2_defaults()` that
|
||||||
// rejects certain shader constructs (storage buffers, tight component
|
// `WebGL2` priority forces. On the WebGL2 (Gl) backend the adapter
|
||||||
// limits) causing a fatal wgpu "Shader translation error". Firefox is
|
// already reports WebGL2-constrained features/limits — no storage
|
||||||
// more lenient; this setting makes both browsers work identically.
|
// buffers, etc., so shaders stay GLES-compatible on both Firefox and
|
||||||
|
// Chromium — but it reports the GPU's *true* `max_texture_dimension`
|
||||||
|
// (e.g. 16384) rather than 2048. The device is requested with exactly
|
||||||
|
// what the adapter offers, so creation can't fail, and the surface is
|
||||||
|
// no longer capped at 2048: large viewports (4K, etc.) render natively
|
||||||
|
// with no letterbox and no hardcoded cap.
|
||||||
.set(RenderPlugin {
|
.set(RenderPlugin {
|
||||||
render_creation: RenderCreation::Automatic(WgpuSettings {
|
render_creation: RenderCreation::Automatic(WgpuSettings {
|
||||||
priority: WgpuSettingsPriority::WebGL2,
|
priority: WgpuSettingsPriority::Functionality,
|
||||||
..default()
|
..default()
|
||||||
}),
|
}),
|
||||||
..default()
|
..default()
|
||||||
|
|||||||
Reference in New Issue
Block a user