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25 Commits

Author SHA1 Message Date
funman300 4df13695fc fix(engine): use classic theme fallback in load_initial_theme
Android Release / build-apk (push) Successful in 3m21s
SettingsResource is not yet available at Startup, so load_initial_theme
fell back to "dark" on every run. On AMOLED the dark back (▒151515) is
invisible, showing only a 24×32 px red badge — the "tiny red squares"
bug. Cascade-collapse and top-row legibility were visual consequences of
the same invisible face-down cards, not layout bugs.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 14:06:34 -07:00
funman300 df22338c8a fix(ui): remove grey HUD band background and constrain stock badge to pile bounds
Android Release / build-apk (push) Successful in 4m30s
Bug 1: StockCountBadge was centred 12 px inward from the stock pile's right
edge but its half-width of 17 px pushed the right edge 5 px past the pile
boundary. On Android (H_GAP_DIVISOR=32, inter-pile gap ~4 px) the badge
corner covered the waste pile's left edge at Z=30, making the waste card
appear clipped. STOCK_BADGE_INSET.x: -12 → -20 keeps the right edge 3 px
inside the stock pile on every device.

Bug 2: The top HUD band Node had an opaque dark-grey BackgroundColor sized to
HUD_BAND_HEIGHT (64/80 px). With only Tier-1 content (~30 px) visible in
typical gameplay the grey block appeared far taller than its content. Removed
BackgroundColor from the band entity; layout reservation in compute_layout is
unchanged and the bottom action bar retains its own background.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 13:48:52 -07:00
funman300 7f450aab17 fix(android): default to classic theme to fix AMOLED card-back invisibility
Android Release / build-apk (push) Successful in 4m7s
Dark theme back.svg uses #151515 (near-black) as the card back background,
which AMOLED screens render as fully-off pixels, leaving only the tiny
#a54242 red badge visible — user sees solid red squares instead of card backs.

Fix: change fresh-install default theme from "dark" to "classic" (white
background with navy diamond pattern, clearly visible on all display types).
Also remove the stale "classic" -> "dark" sanitize migration, correct wrong
asset paths in load_card_images (classic/ subdirectory was missing), and
update tests that hardcoded the old TABLEAU_FAN_FRAC=0.25 constant.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 13:24:25 -07:00
funman300 d8f67dcad3 fix(ci): collapse multi-line Python to one-liner to fix YAML block scalar indentation error
Android Release / build-apk (push) Successful in 4m3s
2026-05-16 12:34:40 -07:00
funman300 ccb77f76b8 chore(release): promote Unreleased to 0.30.0 2026-05-16 12:31:51 -07:00
funman300 da54faf8e2 feat(engine): tighten tableau card fan offset (0.25→0.18, 0.20→0.14)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 12:31:18 -07:00
funman300 f3d01b5890 fix(ci): delete existing APK assets before upload to avoid duplicates on re-runs
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 12:20:10 -07:00
funman300 faefca0445 fix(android): remove hardcoded versionCode/Name from manifest so aapt2 CI injection works
Android Release / build-apk (push) Successful in 3m44s
aapt2 --version-code/--version-name only inject when the attribute is
absent — they silently no-op when the manifest already has a value.
Removed both attributes from AndroidManifest.xml so the CI flags take
effect. Local debug builds fall back to code=1 / name=0.0.0-dev.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 12:11:22 -07:00
funman300 24d83c9ae3 fix(ci): add Node.js 20 to android-builder for Gitea Actions composite steps
Build Android Builder Image / build (push) Successful in 5m7s
Android Release / build-apk (push) Successful in 5m43s
2026-05-16 11:30:10 -07:00
funman300 9d4234cded fix(ci): add build-essential to android-builder image for cargo-ndk compile
Build Android Builder Image / build (push) Successful in 7m5s
Android Release / build-apk (push) Failing after 3m30s
2026-05-16 10:51:48 -07:00
funman300 e48f652454 feat(ci): pre-built Android builder image + sccache
Build Android Builder Image / build (push) Failing after 3m54s
Replaces the 5 per-run tool-install steps (~2m 30s) with a pre-built
container image (git.aleshym.co/funman300/android-builder) that ships
Ubuntu 22.04 + Java 17 + Android SDK/NDK + Rust stable + aarch64 target
+ cargo-ndk + sccache. android-release.yml now runs inside the container
and adds two cache steps instead: Cargo registry and sccache directory.

sccache (RUSTC_WRAPPER) caches at the translation-unit level so partial
hits survive Cargo.lock changes — far more resilient than caching the
full target/ directory.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 10:47:05 -07:00
funman300 c24c7f6b61 chore(release): promote Unreleased to 0.29.0
Android Release / build-apk (push) Failing after 2m46s
2026-05-16 10:35:32 -07:00
funman300 686f57252c fix(android): stamp versionCode and versionName from the release tag
AndroidManifest.xml had hardcoded versionCode=1 / versionName=1.0, so
every shipped APK looked identical to Android and Obtainium could never
confirm the installed version matched the latest release tag — causing
a persistent false-update notification loop.

VERSION_NAME is now passed into the build script from the CI tag
(e.g. "v0.28.0" → versionCode=2800, versionName="0.28.0") and
forwarded to aapt2 link via --version-code / --version-name, overriding
the manifest without touching the file.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 10:34:14 -07:00
Gitea CI 059af2ac28 chore(deploy): bump image to 858012d9 [skip ci] 2026-05-16 17:29:27 +00:00
funman300 858012d926 fix(ci): pin kustomize to v5.4.3 to avoid GitHub API rate-limit failures
Build and Deploy / build-and-push (push) Successful in 22s
Replaced the curl|bash install_kustomize.sh approach (which makes an
unauthenticated GitHub API call to resolve the latest version) with a
direct pinned tarball download. Eliminates the tar glob failure that
broke run #226.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 10:29:02 -07:00
funman300 f6be961419 feat(web): show profile picture avatar in game page header
Build and Deploy / build-and-push (push) Failing after 4m17s
Fetches /api/me with the stored fs_token and renders a 32px circular
avatar in hud-right. Shows the profile photo when set, or the first
letter of the username as initials otherwise. Hidden when not signed in.
Clicking the avatar navigates to /account.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-15 17:37:59 -07:00
Gitea CI 8a145154db chore(deploy): bump image to e17667d0 [skip ci] 2026-05-16 00:36:52 +00:00
funman300 e17667d034 feat(web): add undo button directly on the game board
Build and Deploy / build-and-push (push) Successful in 4m37s
Places a floating "↩ Undo" button at the bottom-right of the green felt
surface so it is visible without looking in the header. Both the board
button and the header button share the same handler; both track
undo_stack_len and disable when nothing can be undone.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-15 17:32:16 -07:00
Gitea CI 005e29d1ab chore(deploy): bump image to a9285ccb [skip ci] 2026-05-16 00:25:22 +00:00
funman300 9d3cc94831 feat(web): add Restart button to replay viewer
Build and Deploy / build-and-push (push) Successful in 4m31s
Splits the old single "⏮ Restart" button into two: "⏮ Restart" (resets
to step 0 with card fade-in from dealt positions) and "◀ Back" (steps
back one move at a time via fast-forward replay). Both are disabled at
step 0 and enabled after any forward step.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-15 17:24:25 -07:00
funman300 a9285ccb41 feat(web): add step-back to replay viewer
Build and Deploy / build-and-push (push) Successful in 3m47s
The "⏮ Restart" button now steps back one move at a time instead of
resetting to the beginning. Re-creates the ReplayPlayer and fast-forwards
to (step_idx - 1) without rendering intermediate frames; the CSS transform
transition then animates each card back to its previous position.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-15 17:21:32 -07:00
funman300 648c3ed11d fix(engine): add opaque background behind Android corner label
The rank+suit text overlay was transparent, letting the card art's
own small corner text show through underneath — giving the appearance
of two sets of labels on each face-up card.

Add AndroidCornerBg, a CARD_FACE_COLOUR sprite child sized at
(2.0 × font_size) × (1.25 × font_size) rendered at z+0.015,
just below the text overlay (z+0.02). This covers the art corner
text so only the large overlay label is visible.

resize_android_corner_labels now also resizes AndroidCornerBg so
both layers stay aligned on orientation change.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-15 16:58:34 -07:00
funman300 102506f799 feat(engine): add Android corner-label overlay for card readability
On Android, face-up cards now render a large rank+suit overlay in
the upper-left corner (FONT_SIZE_FRAC_MOBILE = 0.35 × card_width,
using Anchor::TOP_LEFT) so the rank and suit are legible at phone
scale. The baked-in SVG art corner text is only ~10–15 px physical;
the overlay is ~52 px physical — roughly 3-4× larger.

Accompanying changes:
- H_GAP_DIVISOR on Android raised 8 → 32, widening cards from
  112.5 → 124.1 logical px (135 → 149 physical px on Pixel 7 AVD).
- AndroidCornerLabel marker component tracks overlay entities so
  resize_android_corner_labels can update font-size + transform
  on orientation change without a full card respawn.
- Uses text_colour() for overlay tint so black suits render as
  near-white (BLACK_SUIT_COLOUR) on the dark Terminal card face,
  matching the existing fallback overlay behaviour.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-15 16:49:50 -07:00
funman300 9b00af29d9 fix(engine): Android HUD QA — glyph, avatar, toggle, modal-dismiss safety
Bug A: Replace U+21C4 (tofu on FiraMono) with plain ASCII "M" on the
Modes action button.

Bug B: HudAvatar disc was invisible against BG_HUD_BAND (same dark
grey). Switch background to ACCENT_PRIMARY and text to TEXT_PRIMARY so
the disc is clearly visible.

Bug C/D: toggle_hud_on_tap improvements:
- Drain buffered TouchInput events in the early-return path (scrim
  present or paused) so the modal-dismiss frame does not replay the
  button tap's Started+Ended pair as a spurious toggle.
- Stop clearing start_pos on TouchPhase::Moved — Android fires Moved
  even for clean taps (jitter), and the distance check at Ended already
  rejects real drags via drag.is_idle(). Clearing it silently swallowed
  toggle attempts on physical devices.
- Increase HUD_TAP_SLOP_PX from 15 → 25 for better tap recognition.

Also reduces Android HUD_BAND_HEIGHT from 128 → 80 px now that action
buttons live in the bottom bar rather than the top band.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-15 15:42:46 -07:00
funman300 ea28121675 feat(engine): add mini-tableau preview panel to replay overlay
Right-edge panel shows foundation tops (F: A♠ 7♥ 5♦ K♣) and
stock/waste head (STK:14 WST:7♥) while a replay plays, giving
players a compact game-state readout without scanning the dim tableau.

Architectural changes:
- DespawnWithReplay marker on every sibling root entity so
  react_to_state_change uses a single despawn query instead of
  one per entity type — future overlay surfaces just add the marker.
- react_to_state_change reduced from 9 args to 5 via the above.
- Two update systems (update_mini_tableau_foundations,
  update_mini_tableau_stock_waste) watch GameStateResource.is_changed()
  and repaint; split to avoid Bevy B0001 query conflict on &mut Text.

New format helpers: format_rank_short, format_suit_glyph,
format_card_short, format_foundations_row, format_stock_waste_row —
all use FiraMono-covered suit glyphs (U+2660–U+2666, verified Android).

+9 tests (lifecycle + format helper unit coverage).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-15 13:25:32 -07:00
21 changed files with 1140 additions and 206 deletions
+40 -53
View File
@@ -6,10 +6,6 @@ on:
- 'v*'
env:
ANDROID_HOME: /opt/android-sdk
NDK_VERSION: 30.0.14904198
BUILD_TOOLS_VERSION: "36.1.0"
PLATFORM: android-34
APK_OUT: target/release/apk/ferrous-solitaire.apk
GITEA_URL: https://git.aleshym.co
REPO: funman300/Ferrous-Solitaire
@@ -17,75 +13,56 @@ env:
jobs:
build-apk:
runs-on: ubuntu-latest
container:
image: git.aleshym.co/funman300/android-builder:latest
credentials:
username: ${{ gitea.actor }}
password: ${{ secrets.CI_TOKEN }}
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Set up Java 17
uses: actions/setup-java@v4
with:
distribution: temurin
java-version: '17'
- name: Cache Android SDK
uses: actions/cache@v4
id: android-cache
with:
path: /opt/android-sdk
key: android-sdk-${{ env.NDK_VERSION }}-${{ env.BUILD_TOOLS_VERSION }}
- name: Install Android SDK + NDK
if: steps.android-cache.outputs.cache-hit != 'true'
run: |
mkdir -p $ANDROID_HOME/cmdline-tools
wget -q https://dl.google.com/android/repository/commandlinetools-linux-11076708_latest.zip \
-O /tmp/cmdtools.zip
unzip -q /tmp/cmdtools.zip -d $ANDROID_HOME/cmdline-tools
mv $ANDROID_HOME/cmdline-tools/cmdline-tools $ANDROID_HOME/cmdline-tools/latest
yes | $ANDROID_HOME/cmdline-tools/latest/bin/sdkmanager --licenses >/dev/null || true
$ANDROID_HOME/cmdline-tools/latest/bin/sdkmanager \
"ndk;$NDK_VERSION" \
"build-tools;$BUILD_TOOLS_VERSION" \
"platforms;$PLATFORM"
- name: Set up Rust (stable + aarch64-android)
uses: dtolnay/rust-toolchain@stable
with:
targets: aarch64-linux-android
- name: Cache Cargo
- name: Cache Cargo registry
uses: actions/cache@v4
with:
path: |
~/.cargo/registry/index
~/.cargo/registry/cache
~/.cargo/git/db
~/.cargo/bin/cargo-ndk
target/aarch64-linux-android
key: cargo-android-${{ hashFiles('**/Cargo.lock') }}
restore-keys: cargo-android-
/usr/local/cargo/registry/index
/usr/local/cargo/registry/cache
/usr/local/cargo/git/db
key: cargo-registry-android-${{ hashFiles('**/Cargo.lock') }}
restore-keys: cargo-registry-android-
- name: Install cargo-ndk
run: cargo-ndk --version 2>/dev/null || cargo install cargo-ndk --version 4.1.2 --locked
- name: Cache sccache
uses: actions/cache@v4
with:
path: /root/.cache/sccache
key: sccache-android-aarch64-${{ hashFiles('**/Cargo.lock') }}
restore-keys: sccache-android-aarch64-
- name: Get tag name
id: tag
run: echo "name=${GITHUB_REF#refs/tags/}" >> "$GITHUB_OUTPUT"
- name: Decode release keystore
run: echo "${{ secrets.RELEASE_KEYSTORE_B64 }}" | base64 -d > release.jks
- name: Build release APK
env:
ANDROID_NDK_HOME: /opt/android-sdk/ndk/${{ env.NDK_VERSION }}
PROFILE: release
ABIS: arm64-v8a
KEYSTORE: ./release.jks
KEYSTORE_PASS: ${{ secrets.RELEASE_KEYSTORE_PASS }}
KEY_ALIAS: release
KEY_PASS: ${{ secrets.RELEASE_KEYSTORE_PASS }}
VERSION_NAME: ${{ steps.tag.outputs.name }}
RUSTC_WRAPPER: sccache
SCCACHE_DIR: /root/.cache/sccache
run: bash scripts/build_android_apk.sh
- name: Get tag name
id: tag
run: echo "name=${GITHUB_REF#refs/tags/}" >> "$GITHUB_OUTPUT"
- name: sccache stats
if: always()
run: sccache --show-stats
- name: Create or get Gitea release
id: release
@@ -94,7 +71,6 @@ jobs:
BASE="${{ env.GITEA_URL }}/api/v1/repos/${{ env.REPO }}"
AUTH="Authorization: token ${{ secrets.CI_TOKEN }}"
# Re-use an existing release for this tag (e.g. created manually).
ID=$(curl -sf -H "$AUTH" "$BASE/releases/tags/$TAG" \
| python3 -c "import sys,json; print(json.load(sys.stdin).get('id',''))" \
2>/dev/null || true)
@@ -116,7 +92,18 @@ jobs:
- name: Upload APK to release
run: |
BASE="${{ env.GITEA_URL }}/api/v1/repos/${{ env.REPO }}"
AUTH="Authorization: token ${{ secrets.CI_TOKEN }}"
RELEASE_ID="${{ steps.release.outputs.id }}"
# Remove any existing APK assets so re-runs don't accumulate duplicates.
curl -sf -H "$AUTH" "$BASE/releases/$RELEASE_ID/assets" \
| python3 -c "import sys,json; [print(a['id']) for a in json.load(sys.stdin) if a['name'].endswith('.apk')]" \
| while read AID; do
curl -sf -X DELETE -H "$AUTH" "$BASE/releases/$RELEASE_ID/assets/$AID"
done
curl -sf -X POST \
-H "Authorization: token ${{ secrets.CI_TOKEN }}" \
-H "$AUTH" \
-F "attachment=@${{ env.APK_OUT }};type=application/vnd.android.package-archive" \
"${{ env.GITEA_URL }}/api/v1/repos/${{ env.REPO }}/releases/${{ steps.release.outputs.id }}/assets"
"$BASE/releases/$RELEASE_ID/assets"
+41
View File
@@ -0,0 +1,41 @@
name: Build Android Builder Image
on:
push:
branches: [master]
paths:
- 'docker/android-builder.Dockerfile'
- '.gitea/workflows/builder-image.yml'
env:
IMAGE: git.aleshym.co/funman300/android-builder
jobs:
build:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Log in to Gitea registry
uses: docker/login-action@v3
with:
registry: git.aleshym.co
username: ${{ gitea.actor }}
password: ${{ secrets.CI_TOKEN }}
- name: Set up Docker Buildx
uses: docker/setup-buildx-action@v3
with:
driver-opts: network=host
- name: Build and push
uses: docker/build-push-action@v5
with:
context: .
file: docker/android-builder.Dockerfile
push: true
tags: ${{ env.IMAGE }}:latest
cache-from: type=registry,ref=${{ env.IMAGE }}:buildcache
cache-to: type=registry,ref=${{ env.IMAGE }}:buildcache,mode=max
+1 -1
View File
@@ -57,7 +57,7 @@ jobs:
- name: Install kustomize
run: |
curl -sL "https://raw.githubusercontent.com/kubernetes-sigs/kustomize/master/hack/install_kustomize.sh" | bash
curl -sL https://github.com/kubernetes-sigs/kustomize/releases/download/kustomize%2Fv5.4.3/kustomize_v5.4.3_linux_amd64.tar.gz | tar xz
sudo mv kustomize /usr/local/bin/kustomize
- name: Pin image tag in deploy manifests
+69
View File
@@ -6,6 +6,75 @@ project follows [Semantic Versioning](https://semver.org/).
## [Unreleased]
## [0.33.0] — 2026-05-16
### Fixed
- **Face-down cards render as tiny red squares (startup ordering bug)**. The
`load_initial_theme` system fell back to `"dark"` when `SettingsResource` was
not yet available at `Startup`, which happens on every fresh run before the
settings file is read. The dark theme's near-black card back (#151515) renders
as fully-off pixels on AMOLED screens, leaving only a 24×32 px red badge
visible. Changed the fallback to `"classic"` so startup behaviour matches the
`default_theme_id()` set in v0.31.0. Cascade-collapse and top-row legibility
issues were visual consequences of the same invisible-card-back problem, not
separate layout bugs.
## [0.32.0] — 2026-05-16
### Fixed
- **Stock-count badge overlaps waste pile on Android** (Bug 1). The badge was
centred 12 px inward from the stock pile's right edge, but its half-width of
17 px pushed it 5 px past the edge. On Android (`H_GAP_DIVISOR = 32`) the
inter-pile gap is only ~4 px, so the badge's top-right corner covered the
left edge of the adjacent waste card at `Z_STOCK_BADGE = 30` (above the
card's Z ≈ 1). Fixed by moving the inset to 20 px so the badge right edge
sits 3 px inside the stock card on every device.
- **Oversized grey header bar** (Bug 2). The top HUD band was a full-width
`Node` with an opaque dark-grey `BackgroundColor` sized to `HUD_BAND_HEIGHT`
(64 px desktop / 80 px Android). Typical gameplay only shows one tier of
score text (~30 px), leaving a large empty grey block. Removed the
`BackgroundColor` from the band entity; the green felt now shows through and
only the score text and avatar button are visible in the header area.
## [0.31.0] — 2026-05-16
### Fixed
- **Face-down cards rendered as solid red squares on AMOLED phones** (Bug 1).
The dark theme's card back (`back.svg`) uses a near-black background
(`#151515`) which AMOLED screens render as fully-off pixels, leaving only a
tiny `#a54242` red badge visible — exactly what was reported. Fixed by
changing the fresh-install default theme from "dark" to "classic" (white
background with navy diamond pattern, clearly readable on all display types).
Also corrected stale asset paths in `load_card_images` (`cards/backs/back_N`
`cards/backs/classic/back_N`, `cards/faces/XY``cards/faces/classic/XY`)
so the PNG fallback loads correctly when the embedded theme hasn't arrived yet.
## [0.30.0] — 2026-05-16
### Changed
- **Tableau card spacing tightened.** Face-up card fan reduced from 25% to 18%
of card height; face-down from 20% to 14%. Cards on tableau piles sit closer
together while still showing enough of each card to read the pile depth.
## [0.29.0] — 2026-05-16
### Fixed
- **APK versionCode hardcoded to 1** (`AndroidManifest.xml`, `build_android_apk.sh`).
Every release shipped with `versionCode="1"` / `versionName="1.0"`, so Android
silently refused upgrades and Obtainium permanently showed a false update
notification. The CI now derives the version code from the release tag
(e.g. v0.29.0 → 2900) and stamps it into the APK via `aapt2 link
--version-code / --version-name`.
- **CI kustomize install flaky** (`.gitea/workflows/docker-build.yml`).
The `curl | bash install_kustomize.sh` pattern hit GitHub API rate limits
on the shared runner IP, causing a `tar: no such file` failure. Replaced
with a direct pinned tarball download (kustomize v5.4.3).
## [0.28.0] — 2026-05-14
### Changed
+1 -1
View File
@@ -20,4 +20,4 @@ resources:
images:
- name: solitaire-server
newName: git.aleshym.co/funman300/solitaire-server
newTag: d761a150
newTag: 858012d9
+50
View File
@@ -0,0 +1,50 @@
FROM ubuntu:22.04
ENV DEBIAN_FRONTEND=noninteractive \
ANDROID_HOME=/opt/android-sdk \
NDK_VERSION=30.0.14904198 \
BUILD_TOOLS_VERSION=36.1.0 \
PLATFORM=android-34 \
RUSTUP_HOME=/usr/local/rustup \
CARGO_HOME=/usr/local/cargo
ENV ANDROID_NDK_HOME=${ANDROID_HOME}/ndk/${NDK_VERSION} \
PATH=/usr/local/cargo/bin:$PATH
RUN apt-get update && apt-get install -y --no-install-recommends \
openjdk-17-jdk-headless \
build-essential wget unzip curl ca-certificates git zip python3 \
&& rm -rf /var/lib/apt/lists/*
# Node.js 20 — required by Gitea Actions composite actions (checkout, cache, etc.)
RUN curl -fsSL https://deb.nodesource.com/setup_20.x | bash - \
&& apt-get install -y --no-install-recommends nodejs \
&& rm -rf /var/lib/apt/lists/*
# Android SDK command-line tools
RUN mkdir -p "$ANDROID_HOME/cmdline-tools" \
&& wget -q https://dl.google.com/android/repository/commandlinetools-linux-11076708_latest.zip \
-O /tmp/cmdtools.zip \
&& unzip -q /tmp/cmdtools.zip -d "$ANDROID_HOME/cmdline-tools" \
&& mv "$ANDROID_HOME/cmdline-tools/cmdline-tools" "$ANDROID_HOME/cmdline-tools/latest" \
&& rm /tmp/cmdtools.zip \
&& yes | "$ANDROID_HOME/cmdline-tools/latest/bin/sdkmanager" --licenses >/dev/null 2>&1 || true \
&& "$ANDROID_HOME/cmdline-tools/latest/bin/sdkmanager" \
"ndk;${NDK_VERSION}" \
"build-tools;${BUILD_TOOLS_VERSION}" \
"platforms;${PLATFORM}"
# Rust stable + aarch64-linux-android target
RUN curl -sSf https://sh.rustup.rs | sh -s -- -y --no-modify-path --default-toolchain stable \
&& rustup target add aarch64-linux-android
# cargo-ndk (compiled once into the image)
RUN cargo install cargo-ndk --version 4.1.2 --locked \
&& rm -rf "$CARGO_HOME/registry" "$CARGO_HOME/git"
# sccache — pre-built musl binary, no Rust compile needed
RUN curl -sL "https://github.com/mozilla/sccache/releases/download/v0.8.1/sccache-v0.8.1-x86_64-unknown-linux-musl.tar.gz" \
| tar xz -C /tmp \
&& mv /tmp/sccache-v0.8.1-x86_64-unknown-linux-musl/sccache /usr/local/bin/sccache \
&& rm -rf /tmp/sccache-v0.8.1-x86_64-unknown-linux-musl \
&& chmod +x /usr/local/bin/sccache
+15
View File
@@ -75,12 +75,27 @@ if [ -d "$RES_DIR" ]; then
"$BT/aapt2" compile --dir "$RES_DIR" -o "$STAGING/compiled-res"
fi
# Derive versionCode/versionName from VERSION_NAME env var (e.g. "v0.28.0" → code 2800, name "0.28.0").
# AndroidManifest.xml intentionally has no versionCode/versionName — aapt2's --version-* flags only
# inject when absent, so the manifest must be clean for CI injection to work. Local debug builds
# fall back to code=1 / name="0.0.0-dev".
if [ -n "${VERSION_NAME:-}" ]; then
VN="${VERSION_NAME#v}"
IFS='.' read -r _MAJ _MIN _PAT <<< "$VN"
VERSION_CODE=$(( ${_MAJ:-0} * 10000 + ${_MIN:-0} * 100 + ${_PAT:-0} ))
else
VERSION_CODE=1
VERSION_NAME="0.0.0-dev"
fi
LINK_ARGS=(
link
-o "$STAGING/app-unsigned.apk"
-I "$PLATFORM_JAR"
--manifest "$MANIFEST"
)
[ -n "$VERSION_CODE" ] && LINK_ARGS+=( --version-code "$VERSION_CODE" )
[ -n "${VERSION_NAME:-}" ] && LINK_ARGS+=( --version-name "${VERSION_NAME#v}" )
[ -d "$ASSETS_DIR" ] && LINK_ARGS+=( -A "$ASSETS_DIR" )
# Add compiled resources if any
shopt -s nullglob
+1 -3
View File
@@ -13,9 +13,7 @@
shared object name without the `lib` prefix or `.so` suffix.
-->
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.ferrousapp.solitaire"
android:versionCode="1"
android:versionName="1.0">
package="com.ferrousapp.solitaire">
<uses-sdk
android:minSdkVersion="26"
+4 -5
View File
@@ -275,7 +275,7 @@ fn default_music_volume() -> f32 {
}
fn default_theme_id() -> String {
"dark".to_string()
"classic".to_string()
}
/// Default tooltip-hover dwell delay in seconds. Mirrors
@@ -402,11 +402,10 @@ impl Settings {
/// their respective ranges after deserialization or hand-editing of
/// `settings.json`.
pub fn sanitized(self) -> Self {
// Migrate stale theme IDs: "default" was removed when the theme was
// renamed to "dark"; "classic" was briefly the default before "dark"
// was restored as the shipped default.
// Migrate stale theme IDs: "default" was the original name before it
// was renamed to "dark".
let selected_theme_id = match self.selected_theme_id.as_str() {
"default" | "classic" => "dark".to_string(),
"default" => "dark".to_string(),
_ => self.selected_theme_id,
};
Self {
+181 -21
View File
@@ -15,6 +15,8 @@ use std::collections::{HashMap, HashSet};
use bevy::color::Color;
use bevy::prelude::*;
use bevy::window::WindowResized;
#[cfg(target_os = "android")]
use bevy::sprite::Anchor;
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_core::pile::PileType;
@@ -65,6 +67,12 @@ pub const STACK_FAN_FRAC: f32 = 0.003;
/// Font size as a fraction of card width.
const FONT_SIZE_FRAC: f32 = 0.28;
/// Font-size fraction for the large-print readability overlay on Android.
/// Spawned on top of PNG face cards to make the rank+suit legible at phone
/// scale, where the baked-in PNG corner text is only ~10 px physical.
#[cfg(target_os = "android")]
const FONT_SIZE_FRAC_MOBILE: f32 = 0.35;
/// Card-face background — Terminal `#1a1a1a` (BG_ELEVATED).
pub const CARD_FACE_COLOUR: Color = Color::srgb(0.102, 0.102, 0.102);
/// Suit colour for hearts + diamonds — saturated red `#e35353`.
@@ -163,6 +171,25 @@ pub struct CardEntity {
#[derive(Component, Debug)]
pub struct CardLabel;
/// Marker for the large-print rank+suit corner overlay on Android.
///
/// Spawned on top of PNG face cards (face-up only) at font size
/// [`FONT_SIZE_FRAC_MOBILE`] so the rank and suit character are
/// readable at phone scale. Only exists when `CardImageSet` is present
/// (the fallback solid-colour path uses a plain `CardLabel` instead).
#[cfg(target_os = "android")]
#[derive(Component, Debug, Clone, Copy)]
struct AndroidCornerLabel;
/// Solid-colour background sprite behind [`AndroidCornerLabel`].
///
/// Covers the card art's own small corner rank/suit text so only the
/// large overlay is visible. Sized at [`FONT_SIZE_FRAC_MOBILE`]-derived
/// dimensions and coloured [`CARD_FACE_COLOUR`] to match the card face.
#[cfg(target_os = "android")]
#[derive(Component, Debug, Clone, Copy)]
struct AndroidCornerBg;
/// Marker component indicating the card is currently highlighted as a hint.
/// `remaining` counts down in real seconds; the highlight is removed when it
/// reaches zero and the card sprite colour is restored to its normal value.
@@ -339,8 +366,8 @@ fn add_card_shadow_child(parent: &mut ChildSpawnerCommands, card_size: Vec2) {
));
}
/// Spawns a `CardBackFrame` child behind a face-down card entity so the dark
/// back PNG has a visible perimeter against the dark felt.
/// Spawns a `CardBackFrame` child behind a card entity to give every card a
/// thin perimeter against the dark felt, regardless of face state.
fn add_card_back_frame_child(parent: &mut ChildSpawnerCommands, card_size: Vec2) {
parent.spawn((
CardBackFrame,
@@ -429,6 +456,9 @@ impl Plugin for CardPlugin {
snap_cards_on_window_resize.after(collect_resize_events),
),
);
#[cfg(target_os = "android")]
app.add_systems(Update, resize_android_corner_labels);
}
}
@@ -454,13 +484,13 @@ fn load_card_images(asset_server: Option<Res<AssetServer>>, mut commands: Comman
let faces: [[Handle<Image>; 13]; 4] = std::array::from_fn(|suit| {
std::array::from_fn(|rank| {
asset_server.load(format!(
"cards/faces/{}{}.png",
"cards/faces/classic/{}{}.png",
RANK_STRS[rank], SUIT_CHARS[suit]
))
})
});
let backs = std::array::from_fn(|i| {
asset_server.load(format!("cards/backs/back_{i}.png"))
asset_server.load(format!("cards/backs/classic/back_{i}.png"))
});
commands.insert_resource(CardImageSet {
faces,
@@ -754,15 +784,15 @@ fn spawn_card_entity(
entity.with_children(|b| {
add_card_shadow_child(b, layout.card_size);
});
// Face-down cards get a thin contrasting border frame so the dark back
// PNG reads as a distinct rectangle against the dark felt.
if !card.face_up {
entity.with_children(|b| {
add_card_back_frame_child(b, layout.card_size);
});
}
// Every card gets a thin border frame so it reads as a distinct
// rectangle against the dark felt, regardless of face state.
entity.with_children(|b| {
add_card_back_frame_child(b, layout.card_size);
});
// When PNG faces are loaded the rank/suit are baked into the image.
// Only spawn the Text2d overlay in the solid-colour fallback (tests).
// On Android we additionally spawn a large-print corner label even in
// image mode so the rank/suit are legible at phone scale.
if card_images.is_none() {
entity.with_children(|b| {
b.spawn((
@@ -778,6 +808,12 @@ fn spawn_card_entity(
));
});
}
#[cfg(target_os = "android")]
if card_images.is_some() {
entity.with_children(|b| {
add_android_corner_label(b, card, layout.card_size, color_blind, high_contrast);
});
}
}
#[allow(clippy::too_many_arguments)]
@@ -831,16 +867,15 @@ fn update_card_entity(
// Despawn any stale children and re-add the per-card drop shadow plus,
// in solid-colour fallback mode, the label overlay. In image mode the
// rank/suit are baked into the PNG, so no `Text2d` overlay is needed.
// rank/suit are baked into the PNG; on Android we also add a large-print
// corner overlay so they are legible at phone scale.
commands.entity(entity).despawn_related::<Children>();
commands.entity(entity).with_children(|b| {
add_card_shadow_child(b, layout.card_size);
});
if !card.face_up {
commands.entity(entity).with_children(|b| {
add_card_back_frame_child(b, layout.card_size);
});
}
commands.entity(entity).with_children(|b| {
add_card_back_frame_child(b, layout.card_size);
});
if card_images.is_none() {
commands.entity(entity).with_children(|b| {
b.spawn((
@@ -856,6 +891,12 @@ fn update_card_entity(
));
});
}
#[cfg(target_os = "android")]
if card_images.is_some() {
commands.entity(entity).with_children(|b| {
add_android_corner_label(b, card, layout.card_size, color_blind, high_contrast);
});
}
}
fn label_for(card: &Card) -> String {
@@ -928,6 +969,87 @@ fn label_visibility(card: &Card) -> Visibility {
}
}
/// Rank+suit string for the Android readability overlay.
/// Uses Unicode suit glyphs (♠♥♦♣ — U+2660U+2666, covered by FiraMono).
#[cfg(target_os = "android")]
fn mobile_label_for(card: &Card) -> String {
let rank = match card.rank {
Rank::Ace => "A",
Rank::Two => "2",
Rank::Three => "3",
Rank::Four => "4",
Rank::Five => "5",
Rank::Six => "6",
Rank::Seven => "7",
Rank::Eight => "8",
Rank::Nine => "9",
Rank::Ten => "10",
Rank::Jack => "J",
Rank::Queen => "Q",
Rank::King => "K",
};
let suit = match card.suit {
Suit::Clubs => "",
Suit::Diamonds => "",
Suit::Hearts => "",
Suit::Spades => "",
};
format!("{rank}{suit}")
}
/// Spawns the [`AndroidCornerLabel`] + [`AndroidCornerBg`] children on
/// face-up cards. The background sprite covers the card art's own small
/// corner text so only the large overlay is visible.
#[cfg(target_os = "android")]
fn add_android_corner_label(
parent: &mut ChildSpawnerCommands,
card: &Card,
card_size: Vec2,
color_blind: bool,
high_contrast: bool,
) {
if !card.face_up {
return;
}
let font_size = card_size.x * FONT_SIZE_FRAC_MOBILE;
let inset = 3.0_f32;
// Background covers ~3 monospace chars wide × 1 line tall.
// FiraMono char width ≈ 0.6 × font_size; 2.0× gives room for "10♠"
// (3 chars = 1.8× font_size) plus a small margin.
let bg_w = font_size * 2.0;
let bg_h = font_size * 1.25;
// Solid background that hides the card art's small corner label.
parent.spawn((
AndroidCornerBg,
Sprite {
color: CARD_FACE_COLOUR,
custom_size: Some(Vec2::new(bg_w, bg_h)),
..default()
},
Transform::from_xyz(
-card_size.x / 2.0 + inset + bg_w / 2.0,
card_size.y / 2.0 - inset - bg_h / 2.0,
0.015,
),
));
// Large rank+suit text drawn on top of the background.
parent.spawn((
AndroidCornerLabel,
CardLabel,
Text2d::new(mobile_label_for(card)),
TextFont { font_size, ..default() },
TextColor(text_colour(card, color_blind, high_contrast)),
Anchor::TOP_LEFT,
Transform::from_xyz(
-card_size.x / 2.0 + inset,
card_size.y / 2.0 - inset,
0.02,
),
));
}
// ---------------------------------------------------------------------------
// Task #34 — Card-flip animation systems
// ---------------------------------------------------------------------------
@@ -1492,10 +1614,11 @@ fn update_stock_empty_indicator(
// ---------------------------------------------------------------------------
/// Inset (in pixels) from the top-right corner of the stock pile sprite to
/// the centre of the count badge. A small inward offset keeps the chip from
/// drifting half-off the card while still reading as "attached" to the
/// corner.
const STOCK_BADGE_INSET: Vec2 = Vec2::new(-12.0, -8.0);
/// the centre of the count badge. Must satisfy `|x| >= STOCK_BADGE_SIZE.x / 2`
/// so the badge right edge stays inside the stock pile and never overlaps the
/// adjacent waste pile — critical on Android where `H_GAP_DIVISOR = 32` gives
/// an inter-pile gap of only ~4 px.
const STOCK_BADGE_INSET: Vec2 = Vec2::new(-20.0, -8.0);
/// Width / height of the badge background sprite, in world pixels. Sized so
/// a 2-digit count (max "24") fits comfortably with `TYPE_BODY` (14 pt) text.
@@ -1836,6 +1959,43 @@ fn resize_cards_in_place(
}
}
/// Updates font size and top-left anchor transform of every
/// [`AndroidCornerLabel`] entity when `LayoutResource` changes (orientation
/// change or any window resize). The full despawn/respawn path in
/// `update_card_entity` already handles game-state changes; this system
/// covers the resize-only path where children are mutated in place.
#[cfg(target_os = "android")]
fn resize_android_corner_labels(
layout: Res<LayoutResource>,
card_images: Option<Res<CardImageSet>>,
mut text_query: Query<(&mut TextFont, &mut Transform), With<AndroidCornerLabel>>,
mut bg_query: Query<
(&mut Sprite, &mut Transform),
(With<AndroidCornerBg>, Without<AndroidCornerLabel>),
>,
) {
if !layout.is_changed() || card_images.is_none() {
return;
}
let font_size = layout.0.card_size.x * FONT_SIZE_FRAC_MOBILE;
let inset = 3.0_f32;
let bg_w = font_size * 2.0;
let bg_h = font_size * 1.25;
let text_x = -layout.0.card_size.x / 2.0 + inset;
let text_y = layout.0.card_size.y / 2.0 - inset;
for (mut font, mut transform) in text_query.iter_mut() {
font.font_size = font_size;
transform.translation.x = text_x;
transform.translation.y = text_y;
}
for (mut sprite, mut transform) in bg_query.iter_mut() {
sprite.custom_size = Some(Vec2::new(bg_w, bg_h));
transform.translation.x = text_x + bg_w / 2.0;
transform.translation.y = text_y - bg_h / 2.0;
}
}
/// Adjusts `LayoutResource.tableau_fan_frac` to match the current maximum
/// face-up column depth. Runs after every `StateChangedEvent` so the fan
/// expands as the player reveals cards while staying within the window.
+227 -60
View File
@@ -13,12 +13,14 @@ use solitaire_core::game_state::{DrawMode, GameMode};
use solitaire_core::pile::PileType;
use crate::auto_complete_plugin::AutoCompleteState;
use crate::avatar_plugin::AvatarResource;
use solitaire_data::SyncBackend;
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::daily_challenge_plugin::DailyChallengeResource;
use crate::progress_plugin::ProgressResource;
use crate::settings_plugin::SettingsResource;
use crate::layout::HUD_BAND_HEIGHT;
use crate::safe_area::{SafeAreaAnchoredTop, SafeAreaInsets};
use crate::safe_area::{SafeAreaAnchoredBottom, SafeAreaAnchoredTop, SafeAreaInsets};
use crate::ui_theme::SPACE_2;
use crate::ui_theme::{
scaled_duration, ACCENT_PRIMARY, ACCENT_SECONDARY, BG_ELEVATED, BG_ELEVATED_HI,
@@ -138,6 +140,13 @@ pub struct HudColumn;
#[derive(Component, Debug)]
pub struct HudActionBar;
/// Marker on the circular profile-picture button anchored to the
/// top-right of the HUD band. Pressing it opens the Profile overlay.
/// Shows the server avatar image when loaded; falls back to the player's
/// initial on a filled disc when no image is available.
#[derive(Component, Debug)]
pub struct HudAvatar;
/// Controls whether the in-game HUD (band, score column, action buttons) is
/// visible. Toggled on Android by tapping empty board space; always `Visible`
/// on desktop. Resets to `Visible` whenever a modal opens.
@@ -152,10 +161,13 @@ pub enum HudVisibility {
#[derive(Resource, Debug, Default)]
struct HudTapTracker {
start_pos: Option<bevy::math::Vec2>,
/// Set `true` when the finger-down hit an action button so the
/// finger-up never toggles bar visibility.
started_on_button: bool,
}
#[cfg(target_os = "android")]
const HUD_TAP_SLOP_PX: f32 = 15.0;
const HUD_TAP_SLOP_PX: f32 = 25.0;
/// Drives the score-readout pulse: scales the [`HudScore`] text from
/// 1.0 → 1.1 → 1.0 over [`MOTION_SCORE_PULSE_SECS`] (scaled by
@@ -395,13 +407,14 @@ impl Plugin for HudPlugin {
// WindowResized is registered by table_plugin; re-register
// defensively so the HUD plugin works standalone in tests.
.add_message::<WindowResized>()
.add_systems(Startup, (spawn_hud_band, spawn_hud, spawn_action_buttons))
.add_systems(Startup, (spawn_hud_band, spawn_hud, spawn_action_buttons, spawn_hud_avatar))
.add_systems(Update, update_hud.after(GameMutation))
.add_systems(
Update,
apply_hud_visibility.before(LayoutSystem::UpdateOnResize),
)
.add_systems(Update, restore_hud_on_modal)
.add_systems(Update, (update_hud_avatar, handle_avatar_button))
.add_systems(Update, update_won_previously.after(GameMutation))
.add_systems(Update, announce_auto_complete.after(GameMutation))
.add_systems(Update, update_selection_hud)
@@ -446,7 +459,12 @@ impl Plugin for HudPlugin {
// Otherwise on a hover-state change (`Changed<Interaction>`),
// `paint_action_buttons` would clobber the alpha back to 1.0
// mid-fade and produce a visible blip.
.add_systems(Last, (update_action_fade, apply_action_fade).chain());
;
// Desktop-only: cursor-proximity fade. On Android the bar
// visibility is toggled explicitly; cursor_position() returning
// Some(touch_pos) during a tap would otherwise fade the bar out.
#[cfg(not(target_os = "android"))]
app.add_systems(Last, (update_action_fade, apply_action_fade).chain());
#[cfg(target_os = "android")]
{
app.init_resource::<HudTapTracker>()
@@ -461,16 +479,13 @@ impl Plugin for HudPlugin {
}
}
/// Spawns the translucent HUD band that anchors the action buttons
/// and primary readouts visually. Sits behind every other HUD element
/// (one z-rung below `Z_HUD`) so it reads as the band's "container"
/// without intercepting clicks from the buttons it sits under.
/// Spawns the invisible HUD band that reserves vertical space at the top of
/// the screen so the card layout (computed by `layout::compute_layout` using
/// `HUD_BAND_HEIGHT`) aligns correctly below the score readouts.
///
/// Width is full-window, height matches `layout::HUD_BAND_HEIGHT` (the
/// same constant the card layout reserves at the top), so the band's
/// bottom edge lines up exactly with the top edge of the highest
/// playable card. The fill is `BG_HUD_BAND` — midnight purple at 0.70
/// alpha, so the green felt reads through subtly.
/// The entity carries no `BackgroundColor` — the green felt shows through.
/// A slim grey background is handled by each content section individually
/// (the bottom action bar has its own `BG_HUD_BAND` background).
fn spawn_hud_band(insets: Option<Res<SafeAreaInsets>>, mut commands: Commands) {
const BASE_TOP: f32 = 0.0;
let top_inset = insets.as_deref().copied().unwrap_or_default().top;
@@ -483,10 +498,6 @@ fn spawn_hud_band(insets: Option<Res<SafeAreaInsets>>, mut commands: Commands) {
height: Val::Px(HUD_BAND_HEIGHT),
..default()
},
BackgroundColor(BG_HUD_BAND),
// Sit one z-rung below the HUD content so the buttons and text
// paint on top, but above the card sprites (which are 2D-world
// entities and rendered behind UI regardless).
ZIndex(Z_HUD - 1),
SafeAreaAnchoredTop { base_top: BASE_TOP },
HudBand,
@@ -684,6 +695,135 @@ fn spawn_hud(
});
}
/// Spawns the circular avatar / initials button anchored to the top-right
/// of the HUD band. Initial content is seeded from whatever resources are
/// available at startup; `update_hud_avatar` replaces the children whenever
/// `AvatarResource` or `SettingsResource` later changes.
fn spawn_hud_avatar(
font_res: Option<Res<FontResource>>,
insets: Option<Res<SafeAreaInsets>>,
avatar: Option<Res<AvatarResource>>,
settings: Option<Res<SettingsResource>>,
mut commands: Commands,
) {
const SIZE: f32 = 32.0;
let top_inset = insets.as_deref().copied().unwrap_or_default().top;
let id = commands
.spawn((
HudAvatar,
Button,
Tooltip::new("Your profile — tap to open."),
Node {
position_type: PositionType::Absolute,
top: Val::Px(SPACE_2 + top_inset),
right: VAL_SPACE_3,
width: Val::Px(SIZE),
height: Val::Px(SIZE),
border_radius: BorderRadius::all(Val::Px(SIZE / 2.0)),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
BackgroundColor(ACCENT_PRIMARY),
ZIndex(Z_HUD),
SafeAreaAnchoredTop { base_top: SPACE_2 },
))
.id();
spawn_avatar_child(
&mut commands,
id,
avatar.as_deref(),
settings.as_deref(),
font_res.as_deref(),
);
}
/// Re-spawns the avatar circle content (image or initials) whenever either
/// [`AvatarResource`] or [`SettingsResource`] changes — covers both the
/// image arriving after download and the username changing after login.
fn update_hud_avatar(
avatar: Option<Res<AvatarResource>>,
settings: Option<Res<SettingsResource>>,
font_res: Option<Res<FontResource>>,
q: Query<Entity, With<HudAvatar>>,
mut commands: Commands,
) {
let avatar_changed = avatar.as_ref().is_some_and(|r| r.is_changed());
let settings_changed = settings.as_ref().is_some_and(|r| r.is_changed());
if !avatar_changed && !settings_changed {
return;
}
let Ok(entity) = q.single() else {
return;
};
commands.entity(entity).despawn_related::<Children>();
spawn_avatar_child(
&mut commands,
entity,
avatar.as_deref(),
settings.as_deref(),
font_res.as_deref(),
);
}
/// Populates the avatar container with either the downloaded image or an
/// initials fallback disc. Called from both the startup spawn and the
/// reactive update system so the rendering logic lives in one place.
fn spawn_avatar_child(
commands: &mut Commands,
parent: Entity,
avatar: Option<&AvatarResource>,
settings: Option<&SettingsResource>,
font_res: Option<&FontResource>,
) {
const SIZE: f32 = 32.0;
if let Some(handle) = avatar.and_then(|a| a.0.clone()) {
// Image fills the circle container; border_radius clips it to a disc.
commands.entity(parent).with_children(|b| {
b.spawn((
ImageNode::new(handle),
Node {
width: Val::Px(SIZE),
height: Val::Px(SIZE),
border_radius: BorderRadius::all(Val::Px(SIZE / 2.0)),
..default()
},
));
});
} else {
let initial = settings
.and_then(|s| match &s.0.sync_backend {
SyncBackend::SolitaireServer { username, .. } => username.chars().next(),
SyncBackend::Local => None,
})
.and_then(|c| c.to_uppercase().next())
.unwrap_or('?');
commands.entity(parent).with_children(|b| {
b.spawn((
Text::new(initial.to_string()),
TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: 14.0,
..default()
},
TextColor(TEXT_PRIMARY),
));
});
}
}
/// Opens the Profile overlay when the avatar button is pressed.
fn handle_avatar_button(
interaction_query: Query<&Interaction, (With<HudAvatar>, Changed<Interaction>)>,
mut toggle_profile: MessageWriter<ToggleProfileRequestEvent>,
) {
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
toggle_profile.write(ToggleProfileRequestEvent);
}
}
}
/// Spawns the action button bar anchored to the top-right of the window.
/// Each child is a clickable button mirroring a keyboard accelerator —
/// per the UI-first principle (CLAUDE.md / ARCHITECTURE.md §1) the buttons
@@ -697,23 +837,19 @@ fn spawn_action_buttons(
insets: Option<Res<SafeAreaInsets>>,
mut commands: Commands,
) {
let top_inset = insets.as_deref().copied().unwrap_or_default().top;
let bottom_inset = insets.as_deref().copied().unwrap_or_default().bottom;
let font = TextFont {
font: font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_BODY,
..default()
};
// On Android, 7 text-labelled buttons at 48 dp each wrap to two rows on
// a 411 dp phone. Use compact Unicode symbols and tighter gaps so all 7
// fit in a single row (7×44 + 6×4 = 332 dp, well within a 90%-wide band
// of 370 dp). On desktop, keep the descriptive text labels.
// On Android, compact Unicode symbols fit all 7 buttons in one row.
// On desktop, keep the descriptive text labels.
#[cfg(target_os = "android")]
let (max_width, col_gap, row_gap_val) =
(Val::Percent(90.0), Val::Px(4.0), Val::Px(4.0));
let col_gap = Val::Px(4.0);
#[cfg(not(target_os = "android"))]
let (max_width, col_gap, row_gap_val) =
(Val::Percent(65.0), VAL_SPACE_2, VAL_SPACE_2);
let col_gap = VAL_SPACE_2;
#[cfg(target_os = "android")]
let labels = (
@@ -721,9 +857,8 @@ fn spawn_action_buttons(
/* undo */ "\u{2190}", // ← leftwards arrow (Arrows block, confirmed FiraMono)
/* pause */ "||", // || ASCII double-pipe — ‖ (U+2016) absent from FiraMono
/* help */ "?",
/* hint */ "\u{2192}", // rightwards arrow (Arrows block, confirmed FiraMono)
/* modes */ "\u{2193}", // ↓ downwards arrow (Arrows block, confirmed FiraMono)
// replaces ▾ (U+25BE) which is absent from FiraMono
/* hint */ "!", // ! attention/alert — semantically: "look here"
/* modes */ "M", // plain ASCII — U+21BB and U+21C4 both render as tofu on FiraMono
/* new */ "+",
);
#[cfg(not(target_os = "android"))]
@@ -737,23 +872,33 @@ fn spawn_action_buttons(
"New Game",
);
// Bottom bar: full-width, centered, sits above the gesture-navigation zone.
// `bottom` is set to `bottom_inset` initially; `SafeAreaAnchoredBottom` keeps
// it correct as Android insets arrive in later frames.
commands
.spawn((
Node {
position_type: PositionType::Absolute,
right: VAL_SPACE_3,
top: Val::Px(SPACE_2 + top_inset),
bottom: Val::Px(bottom_inset),
left: Val::Px(0.0),
width: Val::Percent(100.0),
flex_direction: FlexDirection::Row,
max_width,
flex_wrap: FlexWrap::Wrap,
justify_content: JustifyContent::FlexEnd,
justify_content: JustifyContent::Center,
column_gap: col_gap,
row_gap: row_gap_val,
row_gap: VAL_SPACE_2,
align_items: AlignItems::Center,
padding: UiRect {
left: VAL_SPACE_3,
right: VAL_SPACE_3,
top: VAL_SPACE_2,
bottom: VAL_SPACE_2,
},
..default()
},
BackgroundColor(BG_HUD_BAND),
ZIndex(Z_HUD),
SafeAreaAnchoredTop { base_top: SPACE_2 },
SafeAreaAnchoredBottom { base_bottom: 0.0 },
HudActionBar,
))
.with_children(|row| {
@@ -1012,6 +1157,14 @@ fn spawn_modes_popover(
));
}
// Popover opens upward from just above the bottom action bar.
// Use a platform-aware offset that clears the bar height + safe-area
// gesture zone on Android, and the flat bar height on desktop.
#[cfg(target_os = "android")]
let popover_bottom = Val::Px(200.0);
#[cfg(not(target_os = "android"))]
let popover_bottom = Val::Px(80.0);
commands
.spawn((
ModesPopover,
@@ -1019,7 +1172,7 @@ fn spawn_modes_popover(
Node {
position_type: PositionType::Absolute,
right: VAL_SPACE_3,
top: Val::Px(50.0),
bottom: popover_bottom,
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_1,
padding: UiRect::all(VAL_SPACE_2),
@@ -1204,6 +1357,12 @@ fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&FontResource>)
),
];
// Same upward-opening placement as ModesPopover.
#[cfg(target_os = "android")]
let popover_bottom = Val::Px(200.0);
#[cfg(not(target_os = "android"))]
let popover_bottom = Val::Px(80.0);
commands
.spawn((
MenuPopover,
@@ -1211,7 +1370,7 @@ fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&FontResource>)
Node {
position_type: PositionType::Absolute,
right: VAL_SPACE_3,
top: Val::Px(50.0),
bottom: popover_bottom,
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_1,
padding: UiRect::all(VAL_SPACE_2),
@@ -1423,9 +1582,9 @@ impl Default for HudActionFade {
}
}
/// Cursor-y threshold (in window pixels, 0 = top) below which the bar
/// stays visible. Set slightly above `HUD_BAND_HEIGHT` so the bar fades
/// in as the cursor approaches, not only once it crosses into the band.
/// How many pixels from the bottom edge the cursor must be to reveal the bar.
/// Set slightly taller than `HUD_BAND_HEIGHT` so the bar fades in as the
/// cursor approaches, not only when it crosses into the band itself.
const ACTION_FADE_REVEAL_PX: f32 = HUD_BAND_HEIGHT + 32.0;
/// Lerp rate for fading (per second). 6.0 ≈ 167 ms for a full
@@ -1434,7 +1593,7 @@ const ACTION_FADE_REVEAL_PX: f32 = HUD_BAND_HEIGHT + 32.0;
const ACTION_FADE_RATE_PER_SEC: f32 = 6.0;
/// Updates the fade state from cursor position. Sets `target = 1.0` if
/// the cursor is in the reveal zone (top of window) or off-screen
/// the cursor is in the reveal zone (bottom of window) or off-screen
/// (player is using keyboard); `0.0` otherwise. Lerps `alpha` toward
/// `target` at a fixed rate so the visual transition is smooth across
/// variable framerates.
@@ -1446,8 +1605,9 @@ fn update_action_fade(
let Ok(window) = windows.single() else {
return;
};
let height = window.resolution.height();
fade.target = match window.cursor_position() {
Some(pos) if pos.y <= ACTION_FADE_REVEAL_PX => 1.0,
Some(pos) if pos.y >= height - ACTION_FADE_REVEAL_PX => 1.0,
Some(_) => 0.0,
// Off-window cursor: assume keyboard navigation and keep the
// bar visible so Tab cycling doesn't lead to invisible focus.
@@ -2280,15 +2440,9 @@ fn update_hud_typography(
}
}
#[allow(clippy::type_complexity)]
fn apply_hud_visibility(
hud_vis: Res<HudVisibility>,
mut nodes: Query<
&mut Visibility,
Or<(With<HudBand>, With<HudColumn>, With<HudActionBar>)>,
>,
window_entities: Query<(Entity, &Window)>,
mut resize_events: MessageWriter<WindowResized>,
mut action_bar: Query<&mut Visibility, With<HudActionBar>>,
) {
if !hud_vis.is_changed() {
return;
@@ -2298,16 +2452,11 @@ fn apply_hud_visibility(
} else {
Visibility::Hidden
};
for mut node_vis in &mut nodes {
*node_vis = v;
}
if let Some((entity, window)) = window_entities.iter().next() {
resize_events.write(WindowResized {
window: entity,
width: window.resolution.width(),
height: window.resolution.height(),
});
for mut vis in &mut action_bar {
*vis = v;
}
// The bottom action bar is a pure overlay — it does not claim any
// space in the card layout, so no WindowResized event is needed.
}
fn restore_hud_on_modal(
@@ -2327,29 +2476,47 @@ fn toggle_hud_on_tap(
paused: Option<Res<PausedResource>>,
mut tracker: ResMut<HudTapTracker>,
mut hud_vis: ResMut<HudVisibility>,
buttons: Query<&Interaction, With<ActionButton>>,
) {
use bevy::input::touch::TouchPhase;
if !scrims.is_empty() || paused.is_some_and(|p| p.0) {
// Drain buffered events so they don't replay in the frame after
// the scrim despawns, which would trigger a spurious visibility
// toggle as the resume/close button tap's Started+Ended pair
// replays in the now-scrim-free frame.
for _ in touch_events.read() {}
tracker.start_pos = None;
tracker.started_on_button = false;
return;
}
for event in touch_events.read() {
match event.phase {
TouchPhase::Started => {
tracker.start_pos = Some(event.position);
// Record whether the finger-down landed on a button so
// the finger-up doesn't double-fire (toggle bar + press
// button at the same time).
tracker.started_on_button =
buttons.iter().any(|i| *i != Interaction::None);
}
TouchPhase::Ended if drag.is_idle() => {
let on_button = tracker.started_on_button;
if let Some(start) = tracker.start_pos.take() {
if (event.position - start).length() < HUD_TAP_SLOP_PX {
if !on_button && (event.position - start).length() < HUD_TAP_SLOP_PX {
*hud_vis = match *hud_vis {
HudVisibility::Visible => HudVisibility::Hidden,
HudVisibility::Hidden => HudVisibility::Visible,
};
}
}
tracker.started_on_button = false;
}
TouchPhase::Canceled | TouchPhase::Moved => {
// Moved: don't clear start_pos — Android fires Moved for normal
// tap jitter, and the distance check at Ended already rejects
// real drags. Clearing here would silently swallow tap toggles.
TouchPhase::Canceled => {
tracker.start_pos = None;
tracker.started_on_button = false;
}
_ => {}
}
+2 -3
View File
@@ -1785,9 +1785,8 @@ mod tests {
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Tableau 6 has 7 cards.
let (_, size) = pile_drop_rect(&PileType::Tableau(6), &layout, &game);
// Expected: card_height + 6 * fan. fan = 0.25 * card_height, so
// size.y = card_height * (1 + 6 * 0.25) = card_height * 2.5.
let expected = layout.card_size.y * 2.5;
// Expected: card_height + 6 fan steps.
let expected = layout.card_size.y * (1.0 + 6.0 * layout.tableau_fan_frac);
assert!(
(size.y - expected).abs() < 1e-3,
"expected {expected}, got {}",
+37 -20
View File
@@ -48,6 +48,24 @@ pub const MIN_WINDOW: Vec2 = Vec2::new(320.0, 400.0);
/// which rendered the cards ~3.6 % squashed vertically.
const CARD_ASPECT: f32 = 1.4523;
/// Divisor used to derive the horizontal gap between columns from the card
/// width: `h_gap = card_width / H_GAP_DIVISOR`.
///
/// This constant also drives `card_width_width_based`:
/// total layout width = 7*card_width + 8*h_gap = card_width*(7 + 8/H_GAP_DIVISOR)
/// → card_width = window.x / (7 + 8/H_GAP_DIVISOR)
///
/// Desktop (H_GAP_DIVISOR = 4): card_width = window.x / 9 — existing behaviour.
/// Android (H_GAP_DIVISOR = 32): card_width = window.x / 7.25 — cards are ~10 %
/// wider than at divisor 8, with very tight gaps (~4 px) that are still visible
/// as a faint seam between columns. The primary readability boost on Android
/// comes from the `AndroidCornerLabel` overlay in `card_plugin`, but maximising
/// the physical card size helps too.
#[cfg(not(target_os = "android"))]
const H_GAP_DIVISOR: f32 = 4.0;
#[cfg(target_os = "android")]
const H_GAP_DIVISOR: f32 = 32.0;
/// Fraction of card height used as vertical padding between the top row and
/// the tableau row.
const VERTICAL_GAP_FRAC: f32 = 0.2;
@@ -57,7 +75,7 @@ const VERTICAL_GAP_FRAC: f32 = 0.2;
/// column must fit at this fraction). On desktop (height-limited) windows the
/// adaptive computation returns this value exactly; on portrait phones it
/// expands to fill available vertical space.
const TABLEAU_FAN_FRAC: f32 = 0.25;
const TABLEAU_FAN_FRAC: f32 = 0.18;
/// Minimum fraction for face-down tableau cards. Scales proportionally with
/// the adaptive face-up fraction so hit-testing and rendering stay in sync.
@@ -66,7 +84,7 @@ const TABLEAU_FAN_FRAC: f32 = 0.25;
/// enough of each card back to read as a meaningful stack rather than a
/// thin sliver. The ratio to TABLEAU_FAN_FRAC (0.80) is preserved by
/// the adaptive scaling in `compute_layout`.
const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.20;
const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.14;
/// Largest possible face-up tableau column in Klondike: a King down to an Ace
/// after every face-down card has flipped on column 7. Layout sizing must keep
@@ -77,15 +95,14 @@ const MAX_TABLEAU_CARDS: f32 = 13.0;
/// (action buttons, Score / Moves / Timer readouts). The card grid starts
/// below this band so the HUD doesn't bleed into the play surface.
///
/// Desktop: 64 px fits the single-row action bar plus the Score/Moves line.
/// Android: 128 px accommodates the two-row button wrap on narrow phones
/// (7 buttons × ~52 dp each, with a 65% max-width constraint, wraps to two
/// ~48 dp rows plus row-gap). Without this larger reserve the bottom row of
/// buttons overlaps the top card row.
/// Desktop: 64 px fits the score/moves/time + mode badge rows.
/// Android: 80 px gives the same content rows comfortable clearance.
/// (Previously 128 px when action buttons lived in the top band; those are
/// now in the bottom bar so the larger reserve is no longer needed.)
#[cfg(not(target_os = "android"))]
pub const HUD_BAND_HEIGHT: f32 = 64.0;
#[cfg(target_os = "android")]
pub const HUD_BAND_HEIGHT: f32 = 128.0;
pub const HUD_BAND_HEIGHT: f32 = 80.0;
/// Table background colour (dark green felt).
pub const TABLE_COLOUR: [f32; 3] = [0.059, 0.322, 0.196];
@@ -150,8 +167,10 @@ pub fn compute_layout(window: Vec2, safe_area_top: f32, safe_area_bottom: f32, h
let window = window.max(MIN_WINDOW);
let band_h = if hud_visible { HUD_BAND_HEIGHT } else { 0.0 };
// Width-based candidate (existing behaviour): 7 cards + 8 h_gaps = 9*card_width.
let card_width_width_based = window.x / 9.0;
// Width-based candidate: 7 cards + 8 h_gaps where h_gap = card_width/H_GAP_DIVISOR.
// Total = card_width*(7 + 8/H_GAP_DIVISOR) = window.x → card_width = window.x/card_width_divisor.
let card_width_divisor = 7.0 + 8.0 / H_GAP_DIVISOR;
let card_width_width_based = window.x / card_width_divisor;
// Height-based candidate. The vertical budget below the top row must hold
// a worst-case fanned tableau column plus a bottom margin equal to h_gap.
@@ -176,13 +195,12 @@ pub fn compute_layout(window: Vec2, safe_area_top: f32, safe_area_bottom: f32, h
let card_height = card_width * CARD_ASPECT;
let card_size = Vec2::new(card_width, card_height);
let h_gap = card_width / 4.0;
// Total occupied width = 7*card_width + 8*h_gap = 9*card_width. When card
// sizing is height-limited (tall/narrow windows), this is smaller than
// window.x, so the grid is centred horizontally; otherwise side_margin
// collapses to h_gap and the geometry matches the original width-based
// layout exactly.
let total_grid_width = 9.0 * card_width;
let h_gap = card_width / H_GAP_DIVISOR;
// Total occupied width = 7*card_width + 8*h_gap = card_width_divisor*card_width.
// When card sizing is height-limited (tall/narrow windows) this is smaller than
// window.x and the grid is centred horizontally; otherwise side_margin collapses
// to h_gap and the geometry fills the window exactly.
let total_grid_width = card_width_divisor * card_width;
let side_margin = (window.x - total_grid_width) / 2.0 + h_gap;
let left_edge = -window.x / 2.0;
let col_x = |col: usize| -> f32 {
@@ -402,11 +420,10 @@ mod tests {
#[test]
fn tall_narrow_window_keeps_width_based_sizing() {
// Tall narrow window: there's plenty of vertical budget, so width is
// the bottleneck and card_width matches the legacy window.x / 9
// derivation exactly.
// the bottleneck and card_width matches window.x / (7 + 8/H_GAP_DIVISOR).
let window = Vec2::new(900.0, 1600.0);
let layout = compute_layout(window, 0.0, 0.0, true);
let width_based = window.x / 9.0;
let width_based = window.x / (7.0 + 8.0 / H_GAP_DIVISOR);
assert!(
(layout.card_size.x - width_based).abs() < 1e-3,
"expected width-based sizing (card_width {} should equal {})",
+336 -24
View File
@@ -33,8 +33,11 @@ use crate::replay_playback::{
step_backwards_replay_playback, step_replay_playback, stop_replay_playback,
toggle_pause_replay_playback, ReplayPlaybackState,
};
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::GameState;
use solitaire_core::pile::PileType;
use solitaire_data::ReplayMove;
use crate::resources::GameStateResource;
use crate::ui_modal::{spawn_modal_button, ButtonVariant};
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED_HI, BORDER_SUBTLE, HighContrastBackground, HighContrastBorder,
@@ -154,6 +157,12 @@ const MOVE_LOG_PREV_ROWS: usize = 2;
/// preview-shape might need rethinking.
const MOVE_LOG_NEXT_ROWS: usize = 2;
/// Vertical offset from the top edge of the window to the top edge of the
/// mini-tableau preview panel. Places the panel 8 px below the banner's
/// bottom edge so the two surfaces don't overlap. Derived from
/// `BANNER_HEIGHT` so the gap stays consistent if the banner ever grows.
const MINI_TABLEAU_TOP_OFFSET: f32 = BANNER_HEIGHT + 8.0;
/// Background colour alpha for the banner. `BG_ELEVATED_HI` at this alpha
/// reads as a clear "this is a UI strip" callout while still letting the
/// felt show through enough to anchor the banner to the play surface.
@@ -404,6 +413,34 @@ pub struct ReplayOverlayMoveLogNextRow {
pub offset: u8,
}
/// Marker added to every top-level entity spawned by [`spawn_overlay`].
/// `react_to_state_change` uses a single `Query<Entity, With<DespawnWithReplay>>`
/// to despawn all of them, rather than keeping a separate query per
/// entity type. Future sibling overlay surfaces just need this marker
/// at spawn time — no changes to the despawn logic required.
#[derive(Component, Debug)]
pub struct DespawnWithReplay;
/// Marker on the mini-tableau preview panel root. A right-edge-anchored
/// panel that shows a compact summary of the live game state during
/// replay: the four foundation tops and the stock / waste heads.
/// Spawned as a sibling root entity (same lifecycle pattern as
/// [`ReplayOverlayMoveLogPanel`]) at `right: 0`, `top: MINI_TABLEAU_TOP_OFFSET`.
#[derive(Component, Debug)]
pub struct ReplayMiniTableauPanel;
/// Marker on the foundations row `Text` inside the mini-tableau panel.
/// Carries `F: A♠ 7♥ 5♦ K♣` (or `--` for empty slots); repainted by
/// `update_mini_tableau` whenever [`GameStateResource`] changes.
#[derive(Component, Debug)]
pub struct ReplayMiniTableauFoundations;
/// Marker on the stock/waste row `Text` inside the mini-tableau panel.
/// Carries `STK:14 WST:7♥`; repainted by `update_mini_tableau` whenever
/// [`GameStateResource`] changes.
#[derive(Component, Debug)]
pub struct ReplayMiniTableauStockWaste;
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
@@ -451,6 +488,8 @@ impl Plugin for ReplayOverlayPlugin {
update_move_log_active_row,
update_move_log_prev_rows,
update_move_log_next_rows,
update_mini_tableau_foundations,
update_mini_tableau_stock_waste,
update_pause_button_label,
handle_pause_button,
handle_step_button,
@@ -476,10 +515,8 @@ impl Plugin for ReplayOverlayPlugin {
fn react_to_state_change(
mut commands: Commands,
state: Res<ReplayPlaybackState>,
existing: Query<Entity, With<ReplayOverlayRoot>>,
floating_chips: Query<Entity, With<ReplayFloatingProgressChip>>,
move_log_panels: Query<Entity, With<ReplayOverlayMoveLogPanel>>,
dim_layers: Query<Entity, With<ReplayTableauDimLayer>>,
roots: Query<Entity, With<ReplayOverlayRoot>>,
despawnable: Query<Entity, With<DespawnWithReplay>>,
font_res: Option<Res<FontResource>>,
) {
if !state.is_changed() {
@@ -487,30 +524,15 @@ fn react_to_state_change(
}
let should_be_visible = state.is_playing() || state.is_completed();
let already_spawned = existing.iter().next().is_some();
let already_spawned = roots.iter().next().is_some();
if should_be_visible && !already_spawned {
spawn_overlay(&mut commands, font_res.as_deref(), &state);
} else if !should_be_visible && already_spawned {
for entity in &existing {
commands.entity(entity).despawn();
}
// Floating chip lives outside the UI tree (world-space
// entity), so the banner-root despawn doesn't reach it.
// Despawn separately on the same state transition so both
// disappear together when the replay ends.
for entity in &floating_chips {
commands.entity(entity).despawn();
}
// Move-log panel is also a separate root entity (sibling
// of the banner anchored to the viewport's bottom edge),
// so the banner-root despawn doesn't reach it either.
for entity in &move_log_panels {
commands.entity(entity).despawn();
}
// Tableau dim layer is also a separate root entity — same
// pattern as the move-log panel.
for entity in &dim_layers {
// Despawn all sibling root entities in one loop — every entity
// spawned by `spawn_overlay` carries `DespawnWithReplay` for
// exactly this purpose.
for entity in &despawnable {
commands.entity(entity).despawn();
}
}
@@ -546,6 +568,8 @@ fn spawn_overlay(
// entity spawned after the banner closure closes. Mirrors the
// floating-chip clone reasoning.
let font_handle_for_move_log = font_handle.clone();
// Fourth clone for the mini-tableau preview panel.
let font_handle_for_mini_tableau = font_handle.clone();
let banner_label = if state.is_completed() {
"\u{258C} replay complete" // ▌ — cursor-block prefix; matches the splash boot-screen convention.
@@ -562,6 +586,7 @@ fn spawn_overlay(
// component — purely visual.
commands.spawn((
ReplayTableauDimLayer,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
@@ -585,6 +610,7 @@ fn spawn_overlay(
commands
.spawn((
ReplayOverlayRoot,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
@@ -967,6 +993,7 @@ fn spawn_overlay(
// when the replay state transitions back to `Inactive`.
commands.spawn((
ReplayFloatingProgressChip,
DespawnWithReplay,
Text2d::new(format_progress(state)),
TextFont {
font: font_handle_for_floating,
@@ -996,6 +1023,7 @@ fn spawn_overlay(
commands
.spawn((
ReplayOverlayMoveLogPanel,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
@@ -1111,6 +1139,68 @@ fn spawn_overlay(
));
}
});
// Mini-tableau preview panel — right-edge anchor, just below the banner.
// Compact two-row readout: foundation tops then stock/waste head.
// Sibling-of-banner pattern (separate root entity, own spawn/despawn).
let banner_bg = Color::srgba(
BG_ELEVATED_HI.to_srgba().red,
BG_ELEVATED_HI.to_srgba().green,
BG_ELEVATED_HI.to_srgba().blue,
BANNER_ALPHA,
);
commands
.spawn((
ReplayMiniTableauPanel,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
right: Val::Px(0.0),
top: Val::Px(MINI_TABLEAU_TOP_OFFSET),
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_2),
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexStart,
row_gap: VAL_SPACE_1,
border: UiRect::left(Val::Px(1.0)),
..default()
},
BackgroundColor(banner_bg),
BorderColor::all(BORDER_SUBTLE),
ZIndex(Z_REPLAY_OVERLAY),
GlobalZIndex(Z_REPLAY_OVERLAY),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|panel| {
panel.spawn((
Text::new("\u{258C} BOARD"),
TextFont {
font: font_handle_for_mini_tableau.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(ACCENT_PRIMARY),
));
panel.spawn((
ReplayMiniTableauFoundations,
Text::new("F: -- -- -- --"),
TextFont {
font: font_handle_for_mini_tableau.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_PRIMARY),
));
panel.spawn((
ReplayMiniTableauStockWaste,
Text::new("STK:-- WST:--"),
TextFont {
font: font_handle_for_mini_tableau,
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
});
}
/// Pure helper — returns the scrub-fill width as a percentage of the
@@ -1554,6 +1644,118 @@ fn format_active_move_row(state: &ReplayPlaybackState) -> String {
format!("\u{25B6} {body}") // ▶
}
// ---------------------------------------------------------------------------
// Mini-tableau format helpers and update system
// ---------------------------------------------------------------------------
/// Pure helper — short rank symbol. Single character for all ranks
/// except Ten which uses "T" (keeps every card a consistent 2-char
/// wide render: rank-char + suit-glyph). Players familiar with
/// solitaire shorthand read "T" instantly; the suit glyph immediately
/// follows and disambiguates from an ambiguous "T".
fn format_rank_short(rank: Rank) -> &'static str {
match rank {
Rank::Ace => "A",
Rank::Two => "2",
Rank::Three => "3",
Rank::Four => "4",
Rank::Five => "5",
Rank::Six => "6",
Rank::Seven => "7",
Rank::Eight => "8",
Rank::Nine => "9",
Rank::Ten => "T",
Rank::Jack => "J",
Rank::Queen => "Q",
Rank::King => "K",
}
}
/// Pure helper — Unicode suit glyph from FiraMono's covered range
/// (U+2660U+2666). These four code points are confirmed present in
/// the bundled FiraMono on Android (verified on Pixel 7 / API 34).
fn format_suit_glyph(suit: Suit) -> &'static str {
match suit {
Suit::Spades => "\u{2660}", // ♠
Suit::Hearts => "\u{2665}", // ♥
Suit::Diamonds => "\u{2666}", // ♦
Suit::Clubs => "\u{2663}", // ♣
}
}
/// Pure helper — compact 2-char card label (`rank + suit glyph`) for a
/// known card, or `"--"` for an absent top card (empty pile).
fn format_card_short(card: Option<&Card>) -> String {
match card {
Some(c) => format!("{}{}", format_rank_short(c.rank), format_suit_glyph(c.suit)),
None => "--".to_string(),
}
}
/// Pure helper — one-line summary of the four foundation tops.
/// Renders as `F: A♠ 7♥ 5♦ K♣` with `--` for any empty slot.
/// Foundation slots are displayed in their natural 0-3 order
/// (matching the visual left-to-right order on screen).
fn format_foundations_row(game: &GameState) -> String {
let slots: [String; 4] = std::array::from_fn(|i| {
let top = game.piles
.get(&PileType::Foundation(i as u8))
.and_then(|p| p.cards.last());
format_card_short(top)
});
format!("F: {} {} {} {}", slots[0], slots[1], slots[2], slots[3])
}
/// Pure helper — one-line stock / waste summary.
/// Renders as `STK:N WST:X♠` where N is the stock card count and
/// X♠ is the top waste card (or `--` when the waste pile is empty).
fn format_stock_waste_row(game: &GameState) -> String {
let stock_count = game.piles
.get(&PileType::Stock)
.map(|p| p.cards.len())
.unwrap_or(0);
let waste_top = game.piles
.get(&PileType::Waste)
.and_then(|p| p.cards.last());
format!("STK:{} WST:{}", stock_count, format_card_short(waste_top))
}
/// Repaints the foundations row whenever [`GameStateResource`] changes.
/// Split into its own system (rather than combined with the stock/waste
/// updater) to avoid a Bevy B0001 query conflict: two `&mut Text`
/// queries in one system are always ambiguous regardless of marker
/// filters. Each updater owns exactly one `Query<&mut Text, With<…>>`.
fn update_mini_tableau_foundations(
game: Option<Res<GameStateResource>>,
mut q: Query<&mut Text, With<ReplayMiniTableauFoundations>>,
) {
let Some(game) = game else { return };
if !game.is_changed() {
return;
}
let text = format_foundations_row(&game.0);
for mut t in &mut q {
**t = text.clone();
}
}
/// Repaints the stock/waste row whenever [`GameStateResource`] changes.
/// Sibling of [`update_mini_tableau_foundations`] — same change-detection
/// guard, separate system to avoid the B0001 query conflict.
fn update_mini_tableau_stock_waste(
game: Option<Res<GameStateResource>>,
mut q: Query<&mut Text, With<ReplayMiniTableauStockWaste>>,
) {
let Some(game) = game else { return };
if !game.is_changed() {
return;
}
let text = format_stock_waste_row(&game.0);
for mut t in &mut q {
**t = text.clone();
}
}
// ---------------------------------------------------------------------------
// Playback-control button handlers
// ---------------------------------------------------------------------------
@@ -1763,6 +1965,7 @@ fn handle_stop_keyboard(
mod tests {
use super::*;
use chrono::NaiveDate;
use solitaire_core::card::{Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameMode};
use solitaire_data::{Replay, ReplayMove};
@@ -3990,4 +4193,113 @@ mod tests {
fn dim_layer_z_is_below_replay_chrome() {
const { assert!(Z_REPLAY_DIM < Z_REPLAY_OVERLAY) }
}
// -----------------------------------------------------------------------
// Mini-tableau preview tests
// -----------------------------------------------------------------------
fn mini_tableau_panel_count(app: &mut App) -> usize {
app.world_mut()
.query::<&ReplayMiniTableauPanel>()
.iter(app.world())
.count()
}
/// Mini-tableau panel spawns alongside the other overlay surfaces
/// when playback starts and despawns when it ends.
#[test]
fn mini_tableau_panel_spawns_and_despawns_with_overlay() {
let mut app = headless_app();
app.update();
assert_eq!(
mini_tableau_panel_count(&mut app),
0,
"no mini-tableau panel while playback is Inactive",
);
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(5),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
assert_eq!(
mini_tableau_panel_count(&mut app),
1,
"mini-tableau panel must spawn when playback starts",
);
set_state(&mut app, ReplayPlaybackState::Inactive);
app.update();
assert_eq!(
mini_tableau_panel_count(&mut app),
0,
"mini-tableau panel must despawn when playback ends",
);
}
/// `format_rank_short` maps every `Rank` variant to a single ASCII
/// character except Ten which maps to `"T"`.
#[test]
fn format_rank_short_all_ranks() {
assert_eq!(format_rank_short(Rank::Ace), "A");
assert_eq!(format_rank_short(Rank::Two), "2");
assert_eq!(format_rank_short(Rank::Three), "3");
assert_eq!(format_rank_short(Rank::Four), "4");
assert_eq!(format_rank_short(Rank::Five), "5");
assert_eq!(format_rank_short(Rank::Six), "6");
assert_eq!(format_rank_short(Rank::Seven), "7");
assert_eq!(format_rank_short(Rank::Eight), "8");
assert_eq!(format_rank_short(Rank::Nine), "9");
assert_eq!(format_rank_short(Rank::Ten), "T");
assert_eq!(format_rank_short(Rank::Jack), "J");
assert_eq!(format_rank_short(Rank::Queen), "Q");
assert_eq!(format_rank_short(Rank::King), "K");
}
/// `format_suit_glyph` returns the FiraMono-covered Unicode suit
/// glyphs for each `Suit` variant (U+2660U+2666 confirmed on Android).
#[test]
fn format_suit_glyph_all_suits() {
assert_eq!(format_suit_glyph(Suit::Spades), "\u{2660}");
assert_eq!(format_suit_glyph(Suit::Hearts), "\u{2665}");
assert_eq!(format_suit_glyph(Suit::Diamonds), "\u{2666}");
assert_eq!(format_suit_glyph(Suit::Clubs), "\u{2663}");
}
/// `format_foundations_row` with a freshly-dealt game (all empty).
#[test]
fn format_foundations_row_empty_board() {
let game = solitaire_core::game_state::GameState::new_with_mode(
42,
solitaire_core::game_state::DrawMode::DrawOne,
solitaire_core::game_state::GameMode::Classic,
);
assert_eq!(format_foundations_row(&game), "F: -- -- -- --");
}
/// `format_stock_waste_row` with a freshly-dealt game: stock has
/// 24 cards, waste is empty.
#[test]
fn format_stock_waste_row_initial_state() {
let game = solitaire_core::game_state::GameState::new_with_mode(
42,
solitaire_core::game_state::DrawMode::DrawOne,
solitaire_core::game_state::GameMode::Classic,
);
let text = format_stock_waste_row(&game);
assert!(
text.starts_with("STK:"),
"row must start with STK: prefix; got {text:?}",
);
assert!(
text.contains("WST:--"),
"waste must show -- on a fresh deal; got {text:?}",
);
}
}
+31 -1
View File
@@ -51,12 +51,25 @@ pub struct SafeAreaAnchoredTop {
pub base_top: f32,
}
/// Marker for `Node` entities whose `bottom` offset should be re-applied
/// as `base_bottom + SafeAreaInsets::bottom / scale`.
///
/// Use this for elements anchored to the bottom edge (e.g. a bottom action
/// bar) so they clear the Android gesture-navigation zone automatically.
#[derive(Component, Debug, Clone, Copy)]
pub struct SafeAreaAnchoredBottom {
pub base_bottom: f32,
}
pub struct SafeAreaInsetsPlugin;
impl Plugin for SafeAreaInsetsPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<SafeAreaInsets>()
.add_systems(Update, (apply_safe_area_anchors, apply_safe_area_to_modal_scrims));
.add_systems(
Update,
(apply_safe_area_anchors, apply_safe_area_bottom_anchors, apply_safe_area_to_modal_scrims),
);
#[cfg(target_os = "android")]
app.add_systems(Update, android::refresh_insets);
@@ -89,6 +102,23 @@ fn apply_safe_area_anchors(
}
}
/// Re-applies `base_bottom + insets.bottom / scale` to every entity carrying
/// [`SafeAreaAnchoredBottom`] whenever [`SafeAreaInsets`] changes.
fn apply_safe_area_bottom_anchors(
insets: Res<SafeAreaInsets>,
windows: Query<&Window>,
mut q: Query<(&SafeAreaAnchoredBottom, &mut Node)>,
) {
if !insets.is_changed() {
return;
}
let scale = windows.iter().next().map_or(1.0, |w| w.scale_factor());
let bottom_logical = insets.bottom / scale;
for (anchor, mut node) in &mut q {
node.bottom = Val::Px(anchor.base_bottom + bottom_logical);
}
}
/// Pads the bottom of every [`ModalScrim`] by the logical bottom inset so
/// modal cards don't extend into the Android gesture-navigation zone.
///
+1 -1
View File
@@ -129,7 +129,7 @@ fn load_initial_theme(
let id = settings
.as_deref()
.map(|s| s.0.selected_theme_id.as_str())
.unwrap_or("dark");
.unwrap_or("classic");
let url = bundled_theme_url(id)
.map(str::to_string)
.unwrap_or_else(|| format!("themes://{id}/theme.ron"));
+30
View File
@@ -59,6 +59,25 @@ header {
.hud-center { display: flex; gap: 20px; font-size: 14px; font-weight: 600; }
.hud-right { display: flex; align-items: center; gap: 10px; }
.hud-avatar-link { display: flex; align-items: center; text-decoration: none; }
.hud-avatar-inner {
width: 32px;
height: 32px;
border-radius: 50%;
overflow: hidden;
border: 2px solid rgba(255,255,255,0.15);
background: var(--panel-hi);
display: flex;
align-items: center;
justify-content: center;
font-size: 13px;
font-weight: 700;
color: var(--text-muted);
transition: border-color 120ms;
}
.hud-avatar-link:hover .hud-avatar-inner { border-color: var(--accent); }
.hud-avatar-inner img { width: 100%; height: 100%; object-fit: cover; border-radius: 50%; }
.logo { font-size: 16px; font-weight: 700; }
.muted { color: var(--text-muted); font-size: 12px; }
.home-link {
@@ -98,6 +117,16 @@ button:disabled { opacity: 0.4; cursor: default; }
/* ── Board ───────────────────────────────────────────────────────────── */
.board-undo {
position: absolute;
bottom: 24px;
right: 24px;
z-index: 50;
font-size: 15px;
padding: 8px 20px;
pointer-events: auto;
}
main {
flex: 1;
display: flex;
@@ -108,6 +137,7 @@ main {
/* Full-bleed felt surface — flex:1 reliably fills main's remaining height. */
#board {
position: relative;
flex: 1;
background: var(--felt);
display: flex;
+7
View File
@@ -40,12 +40,19 @@
<input type="checkbox" id="chk-draw3"> Draw 3
</label>
<button id="btn-theme" title="Switch card theme">Dark</button>
<a id="hud-avatar" href="/account" title="Account" class="hud-avatar-link" style="display:none">
<div class="hud-avatar-inner">
<img id="hud-avatar-img" src="" alt="" style="display:none">
<span id="hud-avatar-initials"></span>
</div>
</a>
</div>
</header>
<main>
<section id="board">
<div id="card-area"></div>
<button id="btn-board-undo" class="board-undo" title="Undo (Z)" disabled>↩ Undo</button>
</section>
</main>
+34 -7
View File
@@ -103,7 +103,8 @@ const hudMoves = document.getElementById("hud-moves");
const hudTimer = document.getElementById("hud-timer");
const hudStock = document.getElementById("hud-stock");
const hudSeed = document.getElementById("hud-seed");
const btnUndo = document.getElementById("btn-undo");
const btnUndo = document.getElementById("btn-undo");
const btnBoardUndo = document.getElementById("btn-board-undo");
const btnNew = document.getElementById("btn-new");
const chkDraw3 = document.getElementById("chk-draw3");
const btnTheme = document.getElementById("btn-theme");
@@ -243,7 +244,8 @@ function render(s) {
hudScore.textContent = `Score: ${s.score}`;
hudMoves.textContent = `Moves: ${s.move_count}`;
if (hudStock) hudStock.textContent = `Stock: ${s.stock.length}`;
btnUndo.disabled = s.undo_stack_len === 0;
btnUndo.disabled = s.undo_stack_len === 0;
btnBoardUndo.disabled = s.undo_stack_len === 0;
const visible = new Map();
const addPile = (name, cards) =>
@@ -385,10 +387,9 @@ function flashIllegal(cardIds) {
// ── Input ─────────────────────────────────────────────────────────────────────
function attachHandlers() {
btnUndo.addEventListener("click", () => {
const r = game.undo();
if (r.ok) render(r.snapshot);
});
const doUndo = () => { const r = game.undo(); if (r.ok) render(r.snapshot); };
btnUndo.addEventListener("click", doUndo);
btnBoardUndo.addEventListener("click", doUndo);
btnNew.addEventListener("click", () => startGame(randomSeed()));
btnWinNew.addEventListener("click", () => startGame(randomSeed()));
chkDraw3.addEventListener("change", () => {
@@ -404,7 +405,7 @@ function attachHandlers() {
document.addEventListener("keydown", (e) => {
if (e.target.tagName === "INPUT") return;
if (e.key === "z" || e.key === "Z") { const r = game.undo(); if (r.ok) render(r.snapshot); }
if (e.key === "z" || e.key === "Z") doUndo();
if (e.key === "n" || e.key === "N") startGame(randomSeed());
});
@@ -662,5 +663,31 @@ function onBoardDblClick(e) {
if (!smartMove(hit.pileName, fromIndex)) flashIllegal([cards[fromIndex].id]);
}
// ── Avatar ────────────────────────────────────────────────────────────────────
async function loadAvatar() {
const token = localStorage.getItem("fs_token");
if (!token) return;
try {
const res = await fetch("/api/me", {
headers: { Authorization: "Bearer " + token },
});
if (!res.ok) return;
const me = await res.json();
const link = document.getElementById("hud-avatar");
const img = document.getElementById("hud-avatar-img");
const init = document.getElementById("hud-avatar-initials");
link.style.display = "flex";
if (me.avatar_url) {
img.src = me.avatar_url;
img.style.display = "block";
init.style.display = "none";
} else {
img.style.display = "none";
init.textContent = (me.username || "P")[0].toUpperCase();
}
} catch { /* not signed in — avatar stays hidden */ }
}
// ── Start ─────────────────────────────────────────────────────────────────────
bootstrap().catch(console.error);
loadAvatar();
+2 -1
View File
@@ -30,7 +30,8 @@
<section id="board"></section>
<section id="controls">
<button id="btn-prev" disabled>⏮ Restart</button>
<button id="btn-restart" disabled>⏮ Restart</button>
<button id="btn-prev" disabled>◀ Back</button>
<button id="btn-play">▶ Play</button>
<button id="btn-step">⏭ Step</button>
<span id="progress" class="muted">step 0 / 0</span>
+30 -5
View File
@@ -62,6 +62,7 @@ const resultEl = document.getElementById("result");
const btnPlay = document.getElementById("btn-play");
const btnStep = document.getElementById("btn-step");
const btnPrev = document.getElementById("btn-prev");
const btnRestart = document.getElementById("btn-restart");
let player = null;
let replayJson = null;
@@ -122,6 +123,7 @@ function resetPlayer() {
}
player = new ReplayPlayer(replayJson);
btnPrev.disabled = true;
btnRestart.disabled = true;
btnStep.disabled = false;
btnPlay.disabled = false;
render(player.state());
@@ -134,6 +136,7 @@ function step() {
return null;
}
btnPrev.disabled = false;
btnRestart.disabled = false;
render(snap);
return snap;
}
@@ -301,13 +304,35 @@ btnPlay.addEventListener("click", () => {
}, STEP_INTERVAL_MS);
});
/// Step the player back one move. Re-creates the ReplayPlayer and fast-
/// forwards to (step_idx - 1) without rendering intermediate frames, then
/// renders once so the CSS transition animates each card to its previous
/// position.
function stepBack() {
if (!player || player.step_idx() === 0) return;
if (playInterval) {
clearInterval(playInterval);
playInterval = null;
btnPlay.textContent = "▶ Play";
}
const target = player.step_idx() - 1;
player = new ReplayPlayer(replayJson);
for (let i = 0; i < target; i++) {
player.step();
}
render(player.state());
btnPrev.disabled = player.step_idx() === 0;
btnRestart.disabled = player.step_idx() === 0;
btnStep.disabled = false;
btnPlay.disabled = false;
}
btnPrev.addEventListener("click", () => {
if (player) stepBack();
});
btnRestart.addEventListener("click", () => {
if (!replayJson) return;
// Drop every existing card so the next render fades them all in
// at the freshly-dealt positions. Without this, cards from the
// current state would slide to wherever the new deal puts them
// — confusing since the deal is supposed to look like a fresh
// start, not a continuation.
cardEls.forEach((el) => el.remove());
cardEls.clear();
resetPlayer();