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3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 6cd8c6c013 | |||
| ec94cb34aa | |||
| 40768f3b0a |
@@ -1147,7 +1147,7 @@ fn add_android_corner_label(
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let bg_w = font_size * 2.0;
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let bg_h = font_size * 1.25;
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// Background covers the PNG's baked-in small corner text.
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// Background covers the PNG's baked-in small corner text (top-left).
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// Classic PNG cards have a white face, so the background must be white too.
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// (CARD_FACE_COLOUR is the Terminal theme's dark face colour — wrong here.)
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parent.spawn((
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@@ -1163,6 +1163,20 @@ fn add_android_corner_label(
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0.015,
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),
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));
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// Cover the matching rotated baked-in text at the bottom-right corner.
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parent.spawn((
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AndroidCornerBg,
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Sprite {
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color: Color::WHITE,
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custom_size: Some(Vec2::new(bg_w, bg_h)),
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..default()
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},
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Transform::from_xyz(
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card_size.x / 2.0 - inset - bg_w / 2.0,
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-card_size.y / 2.0 + inset + bg_h / 2.0,
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0.015,
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),
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));
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// Large rank+suit text drawn on top of the background. FiraMono must be
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// wired here explicitly — the suit glyphs (U+2660–U+2666) are not in
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@@ -140,6 +140,12 @@ pub struct HudColumn;
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#[derive(Component, Debug)]
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pub struct HudActionBar;
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/// Marker on the text node inside each action-bar button (Android only).
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/// Used by `resize_action_bar_labels` to update font size on window resize.
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#[cfg(target_os = "android")]
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#[derive(Component, Debug)]
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struct ActionButtonLabel;
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/// Marker on the circular profile-picture button anchored to the
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/// top-right of the HUD band. Pressing it opens the Profile overlay.
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/// Shows the server avatar image when loaded; falls back to the player's
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@@ -489,6 +495,11 @@ impl Plugin for HudPlugin {
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.after(TouchDragSet::AfterStartDrag)
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.in_set(TouchDragSet::BeforeEndDrag),
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);
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app.add_systems(
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Update,
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resize_action_bar_labels
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.run_if(resource_exists_and_changed::<crate::layout::LayoutResource>),
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);
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}
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}
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}
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@@ -843,11 +854,25 @@ fn handle_avatar_button(
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/// on its own visual edge.
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fn spawn_action_buttons(
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font_res: Option<Res<FontResource>>,
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windows: Query<&Window>,
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mut commands: Commands,
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) {
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// On Android the glyph labels must scale with the viewport so they remain
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// legible on any screen density. Use the window width at startup; the
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// resize_action_bar_labels system keeps this current on window changes.
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#[cfg(target_os = "android")]
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let action_font_size = {
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let w = windows.iter().next().map_or(900.0, |win| win.width());
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action_bar_font_size(w)
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};
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#[cfg(not(target_os = "android"))]
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let action_font_size = TYPE_BODY;
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#[cfg(not(target_os = "android"))]
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let _windows = windows;
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let font = TextFont {
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font: font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default(),
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font_size: TYPE_BODY,
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font_size: action_font_size,
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..default()
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};
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@@ -964,7 +989,7 @@ fn spawn_action_button<M: Component>(
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// centred with room to breathe. On desktop, keep the comfortable 48 dp
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// floor and 8 dp side padding.
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#[cfg(target_os = "android")]
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let (pad, min_w, min_h) = (UiRect::axes(Val::Px(4.0), Val::Px(4.0)), Val::Px(44.0), Val::Px(44.0));
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let (pad, min_w, min_h) = (UiRect::axes(Val::Px(4.0), Val::Px(4.0)), Val::Px(52.0), Val::Px(44.0));
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#[cfg(not(target_os = "android"))]
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let (pad, min_w, min_h) = (UiRect::axes(VAL_SPACE_2, VAL_SPACE_2), Val::Px(48.0), Val::Px(48.0));
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@@ -992,6 +1017,9 @@ fn spawn_action_button<M: Component>(
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HighContrastBorder::with_default(BORDER_SUBTLE),
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))
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.with_children(|b| {
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#[cfg(target_os = "android")]
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b.spawn((ActionButtonLabel, Text::new(label), font.clone(), TextColor(text_color)));
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#[cfg(not(target_os = "android"))]
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b.spawn((Text::new(label), font.clone(), TextColor(text_color)));
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if let Some(key) = hotkey {
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// Hotkey hint rendered as a dim caption next to the label —
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@@ -2483,6 +2511,32 @@ fn restore_hud_on_modal(
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}
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}
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/// Returns the action-bar glyph font size for a given logical window width.
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/// Scales linearly so glyphs remain legible at any phone density.
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#[cfg(target_os = "android")]
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fn action_bar_font_size(window_width: f32) -> f32 {
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// ~1/40 of the window width gives ~22 px on a 900 logical-px phone.
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// Clamped so it never goes too tiny on narrow viewports or too large
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// on landscape tablets.
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(window_width / 40.0).clamp(16.0, 30.0)
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}
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/// Resizes the glyph text inside every [`ActionButtonLabel`] to match the
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/// current viewport width whenever [`LayoutResource`] changes (orientation
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/// change or window resize).
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#[cfg(target_os = "android")]
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fn resize_action_bar_labels(
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layout: Res<crate::layout::LayoutResource>,
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windows: Query<&Window>,
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mut labels: Query<&mut TextFont, With<ActionButtonLabel>>,
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) {
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let w = windows.iter().next().map_or(layout.0.card_size.x * 7.25, |win| win.width());
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let new_size = action_bar_font_size(w);
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for mut font in &mut labels {
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font.font_size = new_size;
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}
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}
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#[cfg(target_os = "android")]
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fn toggle_hud_on_tap(
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mut touch_events: MessageReader<bevy::input::touch::TouchInput>,
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@@ -107,6 +107,23 @@ pub const HUD_BAND_HEIGHT: f32 = 64.0;
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#[cfg(target_os = "android")]
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pub const HUD_BAND_HEIGHT: f32 = 112.0;
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/// Height of the bottom action-bar (the row of ≡ ← || ? ! M + buttons).
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///
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/// The action bar sits *above* the OS gesture/navigation zone, so it is NOT
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/// covered by `safe_area_bottom`. `compute_layout` adds this constant to
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/// `safe_area_bottom` before computing the height-based card-size candidate
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/// and the available tableau height, ensuring the deepest fanned column
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/// never scrolls behind the button row.
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///
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/// Derivation (Android): `min_height 44 px` buttons
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/// + `padding.top 8 px` + `padding.bottom 8 px` outer bar padding = **60 px**.
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///
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/// Desktop: no persistent bottom bar, so 0.
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#[cfg(not(target_os = "android"))]
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const BOTTOM_BAR_HEIGHT: f32 = 0.0;
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#[cfg(target_os = "android")]
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const BOTTOM_BAR_HEIGHT: f32 = 60.0;
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/// Table background colour (dark green felt).
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pub const TABLE_COLOUR: [f32; 3] = [0.059, 0.322, 0.196];
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@@ -190,9 +207,13 @@ pub fn compute_layout(window: Vec2, safe_area_top: f32, safe_area_bottom: f32, h
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// Substituting h_gap = w/4 and h = CARD_ASPECT * w and solving for the
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// largest w that fits gives:
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// (window.y - HUD_BAND_HEIGHT) = w * (0.5 + (1 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT)
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// Reserve space for both the OS gesture/nav bar and the app's own action
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// bar, which sits above it and is invisible to safe_area_bottom.
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let effective_safe_bottom = safe_area_bottom + BOTTOM_BAR_HEIGHT;
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let fan_factor = 1.0 + (MAX_TABLEAU_CARDS - 1.0) * TABLEAU_FAN_FRAC;
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let height_denom = 0.5 + (1.0 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT;
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let card_width_height_based = (window.y - safe_area_top - safe_area_bottom - band_h).max(0.0) / height_denom;
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let card_width_height_based = (window.y - safe_area_top - effective_safe_bottom - band_h).max(0.0) / height_denom;
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let card_width = card_width_width_based.min(card_width_height_based);
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let card_height = card_width * CARD_ASPECT;
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@@ -241,7 +262,7 @@ pub fn compute_layout(window: Vec2, safe_area_top: f32, safe_area_bottom: f32, h
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//
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// avail = distance from the top of the first tableau card to the bottom
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// margin — i.e. the space available for 12 fan steps.
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let avail = (tableau_y - (-window.y / 2.0 + safe_area_bottom + h_gap) - card_height / 2.0).max(0.0);
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let avail = (tableau_y - (-window.y / 2.0 + effective_safe_bottom + h_gap) - card_height / 2.0).max(0.0);
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let ideal_fan_frac = if card_height > 0.0 {
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avail / ((MAX_TABLEAU_CARDS - 1.0) * card_height)
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} else {
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@@ -473,8 +473,11 @@ fn radial_open_on_long_press(
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mut state: ResMut<RightClickRadialState>,
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) {
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// Guard: only count while a touch is down, uncommitted, and radial is idle.
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let active_id = drag.active_touch_id;
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if active_id.is_none() || drag.committed || state.is_active() || paused.is_some_and(|p| p.0) {
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let Some(active_id) = drag.active_touch_id else {
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*hold_timer = 0.0;
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return;
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};
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if drag.committed || state.is_active() || paused.is_some_and(|p| p.0) {
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*hold_timer = 0.0;
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return;
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}
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@@ -487,7 +490,7 @@ fn radial_open_on_long_press(
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// Resolve current touch world position.
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let Some(touches) = touches else { return };
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let Some(touch) = touches.iter().find(|t| t.id() == active_id.unwrap()) else {
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let Some(touch) = touches.iter().find(|t| t.id() == active_id) else {
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return;
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};
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let Some((camera, cam_xf)) = cameras.single().ok() else { return };
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