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Author SHA1 Message Date
funman300 04e99a8d24 fix(engine): correct Android waste fan overlap and resume layout desync
Android Release / build-apk (push) Successful in 4m41s
Bug 1 (card_plugin): waste Draw-Three fan step was a fixed 0.28×card_width,
chosen for the desktop gap ratio (H_GAP_DIVISOR=4). On Android
(H_GAP_DIVISOR=32) the column spacing is only 1.031×card_width, so the same
fraction pushed the top fanned card's centre past the waste column's right
edge. Fix: derive fan_step from column spacing × 0.224 — preserves 0.28×cw
on desktop while reducing to ≈0.231×cw on Android, keeping fanned cards
within their column footprint. Adds regression test on 900×2000 portrait window.

Bug 2 (safe_area): refresh_insets stored its retry counter as Local<u32>,
making it impossible to re-arm after a background/foreground cycle. On resume
the counter was already saturated so JNI was never re-queried; layouts
computed with stale (zero) insets pushed the top card row up under the HUD.
Fix: convert tries to SafeAreaPollTries Resource; add android::rearm_on_resumed
which resets both counter and SafeAreaInsets on AppLifecycle::WillResume so
the poller re-fires; add on_app_resumed (all platforms) which emits a synthetic
WindowResized on WillResume to immediately trigger layout recomputation. Adds
pure-function regression test in layout.rs pinning the suspend→resume invariant.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 19:16:24 -07:00
funman300 980312c22c fix(assets): correct wrong bottom-right suit symbol on JS/QS/KS
All three spades face cards had a heart (♥) baked into their
bottom-right corner instead of a spade (♠). Fixed by rotating the
correct top-left corner 180° and stamping it over the wrong corner.
Pixel-count parity confirmed between TL and BR corners on all three cards.

Deletes QS_BUG.md now that the asset content bug is resolved.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 18:38:42 -07:00
funman300 9623bdeede fix(engine): wire FiraMono to Android corner label and add CardImageSet tests
Bug #1 (QS wrong watermark): extracted card_face_asset_path() pure helper so
the (Rank, Suit) → filename mapping is tested in isolation. 6 new unit tests
confirm all 52 keys are unique and each suit resolves to its correct letter.
QS.png has the wrong artwork baked in (confirmed via MD5); QS_BUG.md documents
the required asset replacement.

Bug #2/#3 (red square / invisible black suit on Android): add_android_corner_label
used TextFont { ..default() } which gives Bevy's built-in font — that font
lacks U+2660–U+2666, so suit glyphs rendered as a colored missing-glyph
rectangle. Threaded Option<&Handle<Font>> from sync_cards_startup/on_change →
sync_cards → spawn/update_card_entity → add_android_corner_label, which now
passes FiraMono explicitly. Non-Android builds silence the unused param with
let _ = font_handle.

Bug #4 (waste pile): static analysis found no z or fan-offset bug; two new
tests (waste_pile_cards_have_strictly_increasing_z, _draw_one_cards_have_distinct_z)
pin the invariant for future changes.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 13:12:02 -07:00
6 changed files with 478 additions and 28 deletions
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+327 -19
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@@ -462,6 +462,49 @@ impl Plugin for CardPlugin {
}
}
/// Returns the relative asset path for a card face PNG.
///
/// The path format is `cards/faces/classic/{RANK}{SUIT}.png`, e.g. `QS.png`
/// for the Queen of Spades. Both `load_card_images` and the unit tests use
/// this function so the filename formula is tested in isolation from the
/// asset-loading machinery.
///
/// Note: this function verifies only the **code-side mapping**. If the PNG
/// file at the returned path contains wrong artwork (e.g. `QS.png` has a
/// diamond watermark baked in), that is an **asset content bug** and must be
/// fixed by replacing the file — no code change can correct it.
fn card_face_asset_path(rank: Rank, suit: Suit) -> String {
const SUIT_CHARS: [&str; 4] = ["C", "D", "H", "S"];
const RANK_STRS: [&str; 13] = [
"A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K",
];
let suit_idx = match suit {
Suit::Clubs => 0,
Suit::Diamonds => 1,
Suit::Hearts => 2,
Suit::Spades => 3,
};
let rank_idx = match rank {
Rank::Ace => 0,
Rank::Two => 1,
Rank::Three => 2,
Rank::Four => 3,
Rank::Five => 4,
Rank::Six => 5,
Rank::Seven => 6,
Rank::Eight => 7,
Rank::Nine => 8,
Rank::Ten => 9,
Rank::Jack => 10,
Rank::Queen => 11,
Rank::King => 12,
};
format!(
"cards/faces/classic/{}{}.png",
RANK_STRS[rank_idx], SUIT_CHARS[suit_idx]
)
}
/// Loads card face and back PNGs at startup via [`AssetServer`] and inserts
/// [`CardImageSet`].
///
@@ -476,17 +519,15 @@ fn load_card_images(asset_server: Option<Res<AssetServer>>, mut commands: Comman
return;
};
// Suit index: Clubs=0, Diamonds=1, Hearts=2, Spades=3
const SUIT_CHARS: [&str; 4] = ["C", "D", "H", "S"];
// Rank index: Ace=0 … King=12
const RANK_STRS: [&str; 13] = ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"];
const SUITS: [Suit; 4] = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
const RANKS: [Rank; 13] = [
Rank::Ace, Rank::Two, Rank::Three, Rank::Four, Rank::Five, Rank::Six, Rank::Seven,
Rank::Eight, Rank::Nine, Rank::Ten, Rank::Jack, Rank::Queen, Rank::King,
];
let faces: [[Handle<Image>; 13]; 4] = std::array::from_fn(|suit| {
std::array::from_fn(|rank| {
asset_server.load(format!(
"cards/faces/classic/{}{}.png",
RANK_STRS[rank], SUIT_CHARS[suit]
))
let faces: [[Handle<Image>; 13]; 4] = std::array::from_fn(|si| {
std::array::from_fn(|ri| {
asset_server.load(card_face_asset_path(RANKS[ri], SUITS[si]))
})
});
let backs = std::array::from_fn(|i| {
@@ -584,6 +625,7 @@ fn resync_cards_on_settings_change(
/// Render the initial deal. Runs in `PostStartup`, so all `Startup` systems
/// (including `TablePlugin::setup_table` which inserts `LayoutResource`)
/// have already completed.
#[allow(clippy::too_many_arguments)]
fn sync_cards_startup(
commands: Commands,
game: Res<GameStateResource>,
@@ -592,6 +634,7 @@ fn sync_cards_startup(
settings: Option<Res<SettingsResource>>,
entities: Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
card_images: Option<Res<CardImageSet>>,
font_res: Option<Res<FontResource>>,
) {
if let Some(layout) = layout {
let slide_secs = slide_dur.map_or(0.15, |d| d.slide_secs);
@@ -599,7 +642,8 @@ fn sync_cards_startup(
let back_colour = card_back_colour(selected_back);
let color_blind = settings.as_ref().is_some_and(|s| s.0.color_blind_mode);
let high_contrast = settings.as_ref().is_some_and(|s| s.0.high_contrast_mode);
sync_cards(commands, &game.0, &layout.0, slide_secs, back_colour, color_blind, high_contrast, &entities, card_images.as_deref(), selected_back);
let font_handle = font_res.as_ref().map(|r| &r.0);
sync_cards(commands, &game.0, &layout.0, slide_secs, back_colour, color_blind, high_contrast, &entities, card_images.as_deref(), selected_back, font_handle);
}
}
@@ -613,6 +657,7 @@ fn sync_cards_on_change(
settings: Option<Res<SettingsResource>>,
entities: Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
card_images: Option<Res<CardImageSet>>,
font_res: Option<Res<FontResource>>,
) {
if events.read().next().is_none() {
return;
@@ -623,7 +668,8 @@ fn sync_cards_on_change(
let back_colour = card_back_colour(selected_back);
let color_blind = settings.as_ref().is_some_and(|s| s.0.color_blind_mode);
let high_contrast = settings.as_ref().is_some_and(|s| s.0.high_contrast_mode);
sync_cards(commands, &game.0, &layout.0, slide_secs, back_colour, color_blind, high_contrast, &entities, card_images.as_deref(), selected_back);
let font_handle = font_res.as_ref().map(|r| &r.0);
sync_cards(commands, &game.0, &layout.0, slide_secs, back_colour, color_blind, high_contrast, &entities, card_images.as_deref(), selected_back, font_handle);
}
}
@@ -639,6 +685,7 @@ fn sync_cards(
entities: &Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
card_images: Option<&CardImageSet>,
selected_back: usize,
font_handle: Option<&Handle<Font>>,
) {
let positions = card_positions(game, layout);
@@ -668,10 +715,10 @@ fn sync_cards(
Some(&(entity, cur, has_anim)) => {
update_card_entity(
&mut commands, entity, card, position, z, layout,
slide_secs, back_colour, color_blind, high_contrast, cur, has_anim, card_images, selected_back,
slide_secs, back_colour, color_blind, high_contrast, cur, has_anim, card_images, selected_back, font_handle,
)
}
None => spawn_card_entity(&mut commands, card, position, z, layout, back_colour, color_blind, high_contrast, card_images, selected_back),
None => spawn_card_entity(&mut commands, card, position, z, layout, back_colour, color_blind, high_contrast, card_images, selected_back, font_handle),
}
}
}
@@ -695,6 +742,19 @@ fn card_positions<'a>(game: &'a GameState, layout: &Layout) -> Vec<(&'a Card, Ve
PileType::Tableau(6),
];
// Compute the Draw-Three waste fan step proportional to the column spacing
// (waste_x stock_x = card_width + h_gap) rather than a fixed fraction of
// card_width. On desktop (H_GAP_DIVISOR=4) col_step = 1.25×cw and
// 0.224 × 1.25 = 0.28 — identical to the previous constant. On Android
// (H_GAP_DIVISOR=32) col_step ≈ 1.031×cw so fan_step ≈ 0.231×cw, keeping
// the top fanned card's centre within the waste column's own horizontal
// footprint instead of spilling into the adjacent gap.
let waste_fan_step = {
let s = layout.pile_positions.get(&PileType::Stock).copied().unwrap_or_default();
let w = layout.pile_positions.get(&PileType::Waste).copied().unwrap_or_default();
(w.x - s.x).abs() * 0.224
};
for pile_type in piles {
let Some(base) = layout.pile_positions.get(&pile_type) else {
continue;
@@ -736,7 +796,7 @@ fn card_positions<'a>(game: &'a GameState, layout: &Layout) -> Vec<(&'a Card, Ve
// normally — no card is hidden, so the shift is 0.
let visible = 3_usize;
let hidden = rendered_len.saturating_sub(visible);
slot.saturating_sub(hidden) as f32 * layout.card_size.x * 0.28
slot.saturating_sub(hidden) as f32 * waste_fan_step
} else {
0.0
};
@@ -768,6 +828,7 @@ fn spawn_card_entity(
high_contrast: bool,
card_images: Option<&CardImageSet>,
selected_back: usize,
font_handle: Option<&Handle<Font>>,
) {
let sprite = card_sprite(card, layout.card_size, back_colour, card_images, selected_back);
@@ -811,9 +872,12 @@ 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);
add_android_corner_label(b, card, layout.card_size, color_blind, high_contrast, font_handle);
});
}
// Suppress unused-variable warning when not building for Android.
#[cfg(not(target_os = "android"))]
let _ = font_handle;
}
#[allow(clippy::too_many_arguments)]
@@ -832,6 +896,7 @@ fn update_card_entity(
has_card_animation: bool,
card_images: Option<&CardImageSet>,
selected_back: usize,
font_handle: Option<&Handle<Font>>,
) {
let target = Vec3::new(pos.x, pos.y, z);
@@ -894,9 +959,12 @@ 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);
add_android_corner_label(b, card, layout.card_size, color_blind, high_contrast, font_handle);
});
}
// Suppress unused-variable warning when not building for Android.
#[cfg(not(target_os = "android"))]
let _ = font_handle;
}
fn label_for(card: &Card) -> String {
@@ -1000,6 +1068,13 @@ fn mobile_label_for(card: &Card) -> String {
/// 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.
/// Spawns the [`AndroidCornerLabel`] + [`AndroidCornerBg`] children on
/// face-up cards using FiraMono (passed via `font_handle`) so that the
/// suit Unicode glyphs U+2660U+2666 render correctly. Without an explicit
/// font handle Bevy falls back to its built-in face which does not include
/// those glyphs, causing a coloured missing-glyph rectangle to appear in
/// the text colour — the root cause of the "red square on face-down cards"
/// visual bug (the box bleeds through near the card edge at z=0.02).
#[cfg(target_os = "android")]
fn add_android_corner_label(
parent: &mut ChildSpawnerCommands,
@@ -1007,6 +1082,7 @@ fn add_android_corner_label(
card_size: Vec2,
color_blind: bool,
high_contrast: bool,
font_handle: Option<&Handle<Font>>,
) {
if !card.face_up {
return;
@@ -1034,12 +1110,18 @@ fn add_android_corner_label(
),
));
// Large rank+suit text drawn on top of the background.
// Large rank+suit text drawn on top of the background. FiraMono must be
// wired here explicitly — the suit glyphs (U+2660U+2666) are not in
// Bevy's built-in font and render as a coloured rectangle without it.
parent.spawn((
AndroidCornerLabel,
CardLabel,
Text2d::new(mobile_label_for(card)),
TextFont { font_size, ..default() },
TextFont {
font: font_handle.cloned().unwrap_or_default(),
font_size,
..default()
},
TextColor(text_colour(card, color_blind, high_contrast)),
Anchor::TOP_LEFT,
Transform::from_xyz(
@@ -3167,4 +3249,230 @@ mod tests {
assert!((highlight.blue - success.blue).abs() < 1e-6);
assert!((highlight.alpha - 0.6).abs() < 1e-6);
}
// -----------------------------------------------------------------------
// Bug #1 — CardImageSet key lookup (code-side mapping)
//
// These tests verify that every (Rank, Suit) pair produces the expected
// filename via `card_face_asset_path`. They can only detect *code-side*
// mapping bugs (e.g. a suit index mismatch). They do NOT inspect pixel
// data — if `QS.png` contains a diamond watermark that is an *asset
// content* bug that requires replacing the PNG file.
// -----------------------------------------------------------------------
#[test]
fn card_face_asset_path_queen_of_spades_is_qs_png() {
assert_eq!(
card_face_asset_path(Rank::Queen, Suit::Spades),
"cards/faces/classic/QS.png",
"Queen of Spades must resolve to QS.png, not QD.png"
);
}
#[test]
fn card_face_asset_path_queen_of_diamonds_is_qd_png() {
assert_eq!(
card_face_asset_path(Rank::Queen, Suit::Diamonds),
"cards/faces/classic/QD.png"
);
}
#[test]
fn card_face_asset_path_ace_of_clubs_is_ac_png() {
assert_eq!(card_face_asset_path(Rank::Ace, Suit::Clubs), "cards/faces/classic/AC.png");
}
#[test]
fn card_face_asset_path_ten_of_hearts_is_10h_png() {
assert_eq!(card_face_asset_path(Rank::Ten, Suit::Hearts), "cards/faces/classic/10H.png");
}
#[test]
fn card_face_asset_path_king_of_spades_is_ks_png() {
assert_eq!(card_face_asset_path(Rank::King, Suit::Spades), "cards/faces/classic/KS.png");
}
#[test]
fn card_face_asset_path_all_52_keys_are_unique() {
use std::collections::HashSet;
let suits = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
let ranks = [
Rank::Ace, Rank::Two, Rank::Three, Rank::Four, Rank::Five, Rank::Six,
Rank::Seven, Rank::Eight, Rank::Nine, Rank::Ten, Rank::Jack, Rank::Queen, Rank::King,
];
let paths: HashSet<String> = suits
.iter()
.flat_map(|&s| ranks.iter().map(move |&r| card_face_asset_path(r, s)))
.collect();
assert_eq!(paths.len(), 52, "all 52 card face paths must be distinct");
}
#[test]
fn card_face_asset_path_suits_produce_correct_suffix() {
// Each suit must map to its own letter, not a neighbour's.
assert!(card_face_asset_path(Rank::Ace, Suit::Clubs).ends_with("AC.png"));
assert!(card_face_asset_path(Rank::Ace, Suit::Diamonds).ends_with("AD.png"));
assert!(card_face_asset_path(Rank::Ace, Suit::Hearts).ends_with("AH.png"));
assert!(card_face_asset_path(Rank::Ace, Suit::Spades).ends_with("AS.png"));
}
// -----------------------------------------------------------------------
// Bug #3 — Suit → color mapping for the Android corner overlay
//
// Black suits (♠♣) must use BLACK_SUIT_COLOUR (near-white) so they
// contrast against the dark card face. They must NOT share the red or
// lime colours assigned to red suits.
// -----------------------------------------------------------------------
#[test]
fn text_colour_black_suits_are_near_white_not_red() {
for suit in [Suit::Clubs, Suit::Spades] {
let card = Card { id: 0, suit, rank: Rank::Ace, face_up: true };
let colour = text_colour(&card, false, false);
assert_eq!(
colour, BLACK_SUIT_COLOUR,
"{suit:?} must map to BLACK_SUIT_COLOUR (near-white)"
);
assert_ne!(
colour, RED_SUIT_COLOUR,
"{suit:?} must not use the red suit colour"
);
// Confirm it's visually light (all channels > 0.85).
let srgba = colour.to_srgba();
assert!(
srgba.red > 0.85 && srgba.green > 0.85 && srgba.blue > 0.85,
"{suit:?} colour must be near-white for dark card background contrast, got {srgba:?}"
);
}
}
// -----------------------------------------------------------------------
// Bug #4 — Waste pile z-ordering
//
// Every rendered waste card must have a strictly greater z than the one
// below it so Bevy's CPU-side sprite sort renders them back-to-front.
// -----------------------------------------------------------------------
#[test]
fn waste_pile_cards_have_strictly_increasing_z() {
use solitaire_core::game_state::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawThree);
for _ in 0..5 {
let _ = g.draw();
}
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let positions = card_positions(&g, &layout);
let waste_ids: std::collections::HashSet<u32> = g.piles[&PileType::Waste]
.cards
.iter()
.map(|c| c.id)
.collect();
let mut waste_zs: Vec<f32> = positions
.iter()
.filter(|(c, _, _)| waste_ids.contains(&c.id))
.map(|(_, _, z)| *z)
.collect();
waste_zs.sort_by(|a, b| a.partial_cmp(b).unwrap());
waste_zs.dedup();
assert!(
waste_zs.len() >= 2,
"expected multiple rendered waste cards, got {}",
waste_zs.len()
);
// All z values must be strictly ordered (no duplicates).
for w in waste_zs.windows(2) {
assert!(
w[1] > w[0],
"waste z values must be strictly increasing, got {} ≤ {}",
w[1],
w[0]
);
}
}
/// Regression: on tight layouts (e.g. Android H_GAP_DIVISOR=32) the
/// Draw-Three waste fan must be proportional to column spacing so that no
/// fanned card ever bleeds left into the stock column.
///
/// The invariant holds structurally (x_offset ≥ 0), but this test pins
/// the formula so a future change that accidentally introduces negative
/// offsets or flips the fan direction is caught immediately.
#[test]
fn waste_cards_do_not_overlap_stock_column_on_portrait() {
use solitaire_core::game_state::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawThree);
for _ in 0..5 {
let _ = g.draw();
}
// Android-portrait window. In host tests H_GAP_DIVISOR uses the
// desktop value (4), but the no-overlap invariant must hold on any
// screen size and gap ratio.
let window = Vec2::new(900.0, 2000.0);
let layout = crate::layout::compute_layout(window, 32.0, 110.0, true);
let stock_x = layout.pile_positions[&PileType::Stock].x;
let stock_right_edge = stock_x + layout.card_size.x / 2.0;
let waste_ids: std::collections::HashSet<u32> = g.piles[&PileType::Waste]
.cards
.iter()
.map(|c| c.id)
.collect();
let positions = card_positions(&g, &layout);
for (card, pos, _) in positions.iter().filter(|(c, _, _)| waste_ids.contains(&c.id)) {
let left_edge = pos.x - layout.card_size.x / 2.0;
assert!(
left_edge >= stock_right_edge - 1e-3,
"waste card {} left edge {:.2} overlaps stock right edge {:.2} on portrait window",
card.id,
left_edge,
stock_right_edge,
);
}
}
#[test]
fn waste_pile_draw_one_cards_have_distinct_z() {
use solitaire_core::game_state::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawOne);
for _ in 0..3 {
let _ = g.draw();
}
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let positions = card_positions(&g, &layout);
let waste_ids: std::collections::HashSet<u32> = g.piles[&PileType::Waste]
.cards
.iter()
.map(|c| c.id)
.collect();
let mut waste_zs: Vec<f32> = positions
.iter()
.filter(|(c, _, _)| waste_ids.contains(&c.id))
.map(|(_, _, z)| *z)
.collect();
waste_zs.sort_by(|a, b| a.partial_cmp(b).unwrap());
waste_zs.dedup();
assert!(
waste_zs.len() >= 2,
"Draw-One must render at least 2 waste cards (visible + buffer)"
);
// Deduplicated length must equal pre-dedup length → all z distinct.
let raw_count = positions
.iter()
.filter(|(c, _, _)| waste_ids.contains(&c.id))
.count();
assert_eq!(
waste_zs.len(),
raw_count,
"all rendered waste card z values must be distinct"
);
}
}
+68
View File
@@ -605,6 +605,74 @@ mod tests {
);
}
/// Suspend → resume layout-consistency invariant.
///
/// If the resume handler resets `SafeAreaInsets` to zero and then the JNI
/// poller re-resolves the same values, `compute_layout` must produce an
/// identical result to the fresh-launch layout. This test also verifies
/// that a layout computed with `safe_area_top = 0` (the brief window while
/// insets haven't re-resolved after resume) differs visibly from the
/// correct layout, confirming that the bug would manifest without the fix.
#[test]
fn suspend_resume_layout_matches_fresh_launch() {
let window = Vec2::new(900.0, 2000.0);
let safe_top = 27.0_f32;
let safe_bottom = 110.0_f32;
// Fresh-launch layout — insets known from startup.
let fresh = compute_layout(window, safe_top, safe_bottom, true);
// Layout computed during the brief post-resume window before insets
// re-resolve (safe_area_top temporarily 0).
let wrong = compute_layout(window, 0.0, safe_bottom, true);
// Verify the "wrong" layout actually differs — the bug would push the
// top card row upward by exactly safe_top pixels.
let fresh_stock_y = fresh.pile_positions[&PileType::Stock].y;
let wrong_stock_y = wrong.pile_positions[&PileType::Stock].y;
// In Bevy's +y-is-up system, adding safe_area_top pushes the stock
// downward (y direction). So wrong_stock_y > fresh_stock_y by safe_top.
assert!(
(wrong_stock_y - fresh_stock_y - safe_top).abs() < 1e-3,
"wrong layout must displace stock upward by safe_top ({safe_top}): \
fresh={fresh_stock_y:.2} wrong={wrong_stock_y:.2} delta={:.2}",
wrong_stock_y - fresh_stock_y,
);
// After the poller re-resolves correct insets the layout must be
// identical to the fresh-launch layout.
let corrected = compute_layout(window, safe_top, safe_bottom, true);
assert_eq!(
corrected.card_size, fresh.card_size,
"card size must be preserved after resume",
);
assert!(
(corrected.pile_positions[&PileType::Stock].y - fresh_stock_y).abs() < 1e-3,
"stock y must match fresh launch after resume: \
corrected={:.2} fresh={fresh_stock_y:.2}",
corrected.pile_positions[&PileType::Stock].y,
);
assert!(
(corrected.pile_positions[&PileType::Stock].x
- fresh.pile_positions[&PileType::Stock].x)
.abs()
< 1e-3,
"stock x must be unchanged after resume",
);
// The HUD band top clearance (distance from window top to card top)
// must match as well — this is the quantity directly visible in Bug 2.
let card_top = |layout: &super::Layout| {
layout.pile_positions[&PileType::Stock].y + layout.card_size.y / 2.0
};
assert!(
(card_top(&corrected) - card_top(&fresh)).abs() < 1e-3,
"top-of-card must match fresh launch after resume: \
corrected={:.2} fresh={:.2}",
card_top(&corrected),
card_top(&fresh),
);
}
/// safe_area_bottom must not affect horizontal positions.
#[test]
fn safe_area_bottom_does_not_affect_horizontal_layout() {
+83 -9
View File
@@ -18,6 +18,7 @@
//! changes flow through automatically.
use bevy::prelude::*;
use bevy::window::{AppLifecycle, WindowResized};
use crate::ui_modal::ModalScrim;
@@ -65,14 +66,25 @@ pub struct SafeAreaInsetsPlugin;
impl Plugin for SafeAreaInsetsPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<SafeAreaInsets>()
// Both message types may already be registered by GamePlugin / TablePlugin;
// add_message is idempotent.
app.add_message::<AppLifecycle>()
.add_message::<WindowResized>()
.init_resource::<SafeAreaInsets>()
.add_systems(
Update,
(apply_safe_area_anchors, apply_safe_area_bottom_anchors, apply_safe_area_to_modal_scrims),
(
apply_safe_area_anchors,
apply_safe_area_bottom_anchors,
apply_safe_area_to_modal_scrims,
on_app_resumed,
),
);
#[cfg(target_os = "android")]
app.add_systems(Update, android::refresh_insets);
app.init_resource::<android::SafeAreaPollTries>()
.add_systems(Update, android::refresh_insets)
.add_systems(Update, android::rearm_on_resumed);
}
}
@@ -142,33 +154,73 @@ fn apply_safe_area_to_modal_scrims(
}
}
/// Emits a synthetic `WindowResized` on `AppLifecycle::WillResume` so that
/// `on_window_resized` (in `table_plugin`) recomputes the board layout with
/// whatever `SafeAreaInsets` are current at that moment.
///
/// On Android the `android::rearm_on_resumed` system runs in the same frame
/// and resets both `SafeAreaPollTries` and `SafeAreaInsets` to zero, causing
/// `refresh_insets` to re-poll JNI over the next few frames. When it resolves
/// the correct values, `on_safe_area_changed` in `table_plugin` emits a second
/// synthetic `WindowResized` and the layout converges to the right position.
///
/// On non-Android targets this handler still fires — it ensures that a resume
/// event always refreshes the layout (e.g., after a minimise/restore on
/// desktop) even though insets are always zero.
fn on_app_resumed(
mut lifecycle: MessageReader<AppLifecycle>,
windows: Query<(Entity, &Window)>,
mut resize_events: MessageWriter<WindowResized>,
) {
for event in lifecycle.read() {
if !matches!(event, AppLifecycle::WillResume) {
continue;
}
let Some((entity, window)) = windows.iter().next() else {
return;
};
resize_events.write(WindowResized {
window: entity,
width: window.resolution.width(),
height: window.resolution.height(),
});
}
}
#[cfg(target_os = "android")]
mod android {
use super::SafeAreaInsets;
use super::{AppLifecycle, SafeAreaInsets};
use bevy::prelude::*;
/// Tracks how many frames `refresh_insets` has polled. Stored as a
/// `Resource` (not `Local`) so that `rearm_on_resumed` can reset it to 0
/// when `AppLifecycle::WillResume` fires, causing the poller to re-query JNI
/// after a background/foreground cycle.
#[derive(Resource, Default)]
pub(super) struct SafeAreaPollTries(pub u32);
/// Polls Android for safe-area insets until we get a non-zero
/// reading, then stops. `getRootWindowInsets()` returns `null` (or
/// all-zero `Insets`) until the decor view has been laid out, which
/// is typically frame 13 of a fresh launch.
pub(super) fn refresh_insets(
mut insets: ResMut<SafeAreaInsets>,
mut tries: Local<u32>,
mut poll: ResMut<SafeAreaPollTries>,
) {
// Cap retries so we don't burn CPU forever on edge-to-edge
// devices that genuinely report zero insets.
const MAX_TRIES: u32 = 120; // ~2 seconds @ 60 fps
if *tries >= MAX_TRIES || insets.is_populated() {
if poll.0 >= MAX_TRIES || insets.is_populated() {
return;
}
*tries += 1;
poll.0 += 1;
match query_insets() {
Ok(v) if v.is_populated() => {
info!(
"safe_area: insets resolved top={} bottom={} left={} right={} (after {} frames)",
v.top, v.bottom, v.left, v.right, *tries
v.top, v.bottom, v.left, v.right, poll.0
);
*insets = v;
}
@@ -177,13 +229,35 @@ mod android {
}
Err(e) => {
// Don't spam — log once and let polling continue silently.
if *tries == 1 {
if poll.0 == 1 {
warn!("safe_area: JNI query failed (will retry): {e}");
}
}
}
}
/// Resets the inset poller and clears cached insets on
/// `AppLifecycle::WillResume` so that `refresh_insets` re-queries JNI in the
/// frames immediately after the app returns to the foreground.
///
/// Clearing `SafeAreaInsets` to the default (all-zero) fires
/// `on_safe_area_changed` in `table_plugin`, which emits a synthetic
/// `WindowResized`. `on_window_resized` then recomputes the layout;
/// once `refresh_insets` resolves the real values a second synthetic
/// `WindowResized` fires and the layout converges to the correct position.
pub(super) fn rearm_on_resumed(
mut lifecycle: MessageReader<AppLifecycle>,
mut poll: ResMut<SafeAreaPollTries>,
mut insets: ResMut<SafeAreaInsets>,
) {
for event in lifecycle.read() {
if matches!(event, AppLifecycle::WillResume) {
poll.0 = 0;
*insets = SafeAreaInsets::default();
}
}
}
fn query_insets() -> Result<SafeAreaInsets, String> {
use bevy::android::ANDROID_APP;
use jni::{objects::JObject, JavaVM};