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Author SHA1 Message Date
funman300 c00656ec8f Merge pull request 'docs(changelog): note foldable tableau fill and card-move jank fixes' (#114) from docs/changelog-v0.40.2 into master
Android Release / build-apk (push) Successful in 5m3s
2026-06-26 20:12:47 +00:00
funman300 aea2167eee docs(changelog): note foldable tableau fill and card-move jank fixes
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 13:12:45 -07:00
funman300 0ed91ea24c Merge pull request 'fix(engine): fill tableau fan to viewport on all aspect ratios' (#113) from fix/foldable-tableau-fan-fill into master
Build and Deploy / build-and-push (push) Successful in 2m3s
Web WASM Rebuild / rebuild (push) Successful in 7m27s
2026-06-26 20:11:33 +00:00
funman300 18af49c0f3 fix(engine): fill tableau fan to viewport on all aspect ratios
On a near-square viewport (e.g. an unfolded Galaxy Fold) a fresh deal left
the bottom ~40% of the screen empty: the dynamic fan (update_tableau_fan_frac)
measured only face-up column depth and returned early at a fresh deal (face-up
depth 1), so it never spread the tableau, and the deep face-down stacks were
ignored. The cold-start deal also never fired StateChangedEvent, and on Android
the safe-area-inset resize (frames 1-3) reset the fan to compute_layout's
sparse worst-case value, so even the post-move fill was wiped.

Move the fill into layout::apply_dynamic_tableau_fan, driven by each column's
TOTAL weighted depth (face-down cards count, scaled by the face-down/face-up
step ratio) so the deepest column fills the available height. Run it in three
places so every path stays filled: PostStartup (cold-start deal), on
StateChangedEvent (moves), and inside on_window_resized after compute_layout
(safe-area resize + fold/unfold). MAX_DYNAMIC_FAN_FRAC caps the spread so a
near-empty column keeps readable overlap; TABLEAU_FAN_FRAC floors it. Deeper
columns drive the fraction down so everything still fits — no overflow.
card_position/card_positions read the same fractions, so hit-testing stays
in sync.

Adds regression tests: cold-start deal fills the fan, and a resize re-fills it.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 13:11:00 -07:00
Gitea CI e208245036 chore(web): regenerate wasm artifacts
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Web E2E / web-e2e (push) Successful in 4m47s
2026-06-26 19:11:53 +00:00
funman300 0247efcb07 Merge pull request 'perf(engine): rebuild card children only on appearance change' (#112) from fix/card-move-anim-jank into master
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Web WASM Rebuild / rebuild (push) Successful in 6m40s
2026-06-26 19:03:19 +00:00
funman300 1d5266a811 perf(engine): rebuild card children only on appearance change
Every move fired StateChangedEvent -> sync_cards, which rebuilt the full
visual for all 52 cards: despawning and respawning every child entity
(drop-shadow, border frame, and on Android a Text2d corner label needing
a glyph re-layout) even for the ~50 cards that did not move. That ~250
entity despawn/spawns plus 52 text re-layouts in a single frame spiked
the StateChangedEvent frame and stuttered the slide animation on
high-resolution devices (reported on a Galaxy Fold 7).

Add a CardChildrenKey component capturing the only inputs the child
entities depend on (face_up, card_size, color_blind, high_contrast).
update_card_entity now rebuilds children only when that key changes (a
flip, resize/fold, or accessibility toggle); a position-only move just
updates the Transform. The Sprite is still refreshed every sync (a cheap
handle swap), so theme/card-back image changes need no child rebuild.

Adds a regression test asserting an appearance-neutral StateChangedEvent
no longer despawns/respawns card label children.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 12:02:42 -07:00
5 changed files with 398 additions and 103 deletions
+10
View File
@@ -37,6 +37,16 @@ project follows [Semantic Versioning](https://semver.org/).
### Fixed
- **Tableau fill on foldables / tall screens.** The tableau fan now spreads from
each column's total depth (face-down cards included) and refills on the
cold-start deal, every move, and on resize (incl. the Android safe-area-inset
resize and fold/unfold), so a near-square viewport such as an unfolded Galaxy
Fold no longer leaves the bottom of the screen empty.
- **Card-move animation jank.** A move now rebuilds a card's child visuals only
when its appearance changes (flip / resize / accessibility) instead of
despawning and respawning every card's children each `StateChangedEvent`,
removing the per-move spike that stuttered the slide animation on
high-resolution devices.
- **Android and modal safe-area layout.** Modal cards now center within the
usable area between status and gesture bars, additional modal-spawn guards were
added, and Android build scripts now auto-discover SDK/NDK paths and strip
+293 -100
View File
@@ -25,7 +25,7 @@ use crate::card_animation::CardAnimation;
use crate::events::{CardFaceRevealedEvent, CardFlippedEvent, StateChangedEvent};
use crate::font_plugin::FontResource;
use crate::game_plugin::GameMutation;
use crate::layout::{Layout, LayoutResource, LayoutSystem, TABLEAU_FAN_FRAC};
use crate::layout::{Layout, LayoutResource, LayoutSystem};
use crate::pause_plugin::PausedResource;
use crate::platform::USE_TOUCH_UI_LAYOUT;
use crate::resources::{DragState, GameStateResource};
@@ -39,7 +39,7 @@ use crate::ui_theme::{
};
/// Per-card vertical step for face-down tableau cards, as a fraction of
/// card height. Smaller than [`TABLEAU_FAN_FRAC`] because face-down cards
/// card height. Smaller than [`crate::layout::TABLEAU_FAN_FRAC`] because face-down cards
/// don't need their full body shown — only the back-pattern strip is
/// visible. Public so `input_plugin` can mirror the exact sprite layout
/// when hit-testing tableau columns; any drift between this and the
@@ -195,6 +195,40 @@ pub struct CardEntity {
pub card: Card,
}
/// Cached signature of the inputs that determine a card entity's *child*
/// visuals (drop-shadow, border frame, and the rank/suit label / large-print
/// corner overlay). Stored on each card so [`update_card_entity`] can skip the
/// expensive `despawn_related::<Children>()` + child respawn when nothing about
/// the appearance changed — the common case during a move, where only the
/// card's position changes. Without this guard every `StateChangedEvent`
/// rebuilds all 52 cards' children (≈250 entity spawn/despawns plus 52 `Text2d`
/// glyph re-layouts) in a single frame, which stutters the slide animation on
/// high-resolution devices.
///
/// The children depend only on these four inputs; the card identity is fixed
/// per entity, and the face/back *image* is handled by the always-refreshed
/// `Sprite` (a cheap handle swap), so theme/card-back changes need no child
/// rebuild.
#[derive(Component, Clone, Copy, PartialEq)]
struct CardChildrenKey {
face_up: bool,
card_size: Vec2,
color_blind: bool,
high_contrast: bool,
}
/// Query data read by the card-sync systems for each live card entity:
/// its id, card identity, current transform, any in-flight curve animation,
/// and its cached child-appearance key. Factored into an alias to keep the
/// system signatures readable (and satisfy clippy's `type_complexity`).
type CardSyncData = (
Entity,
&'static CardEntity,
&'static Transform,
Option<&'static CardAnimation>,
Option<&'static CardChildrenKey>,
);
/// Render-side index mapping each live board card to its [`CardEntity`].
///
/// Maintained exclusively by [`rebuild_card_entity_index`] in `PostUpdate`,
@@ -491,7 +525,13 @@ impl Plugin for CardPlugin {
.add_systems(Startup, load_card_images)
.add_systems(
PostStartup,
(sync_cards_startup, update_stock_empty_indicator_startup),
(
// Fill the tableau fan before the first render so the
// cold-start deal already uses the full viewport height.
fill_tableau_fan_on_startup.before(sync_cards_startup),
sync_cards_startup,
update_stock_empty_indicator_startup,
),
)
.add_systems(
Update,
@@ -732,7 +772,7 @@ fn sync_cards_startup(
layout: Option<Res<LayoutResource>>,
slide_dur: Option<Res<EffectiveSlideDuration>>,
settings: Option<Res<SettingsResource>>,
entities: Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
entities: Query<CardSyncData>,
card_images: Option<Res<CardImageSet>>,
font_res: Option<Res<FontResource>>,
) {
@@ -767,7 +807,7 @@ fn sync_cards_on_change(
layout: Option<Res<LayoutResource>>,
slide_dur: Option<Res<EffectiveSlideDuration>>,
settings: Option<Res<SettingsResource>>,
entities: Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
entities: Query<CardSyncData>,
card_images: Option<Res<CardImageSet>>,
font_res: Option<Res<FontResource>>,
) {
@@ -806,7 +846,7 @@ fn sync_cards(
back_colour: Color,
color_blind: bool,
high_contrast: bool,
entities: &Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
entities: &Query<CardSyncData>,
card_images: Option<&CardImageSet>,
selected_back: usize,
font_handle: Option<&Handle<Font>>,
@@ -840,18 +880,24 @@ fn sync_cards(
// • end ≠ target → the game state has changed (e.g. a new game started
// while the win-cascade was mid-flight); cancel the
// stale `CardAnimation` and apply the new position.
let mut existing: HashMap<Card, (Entity, Vec3, Option<Vec2>)> = HashMap::new();
for (entity, marker, transform, anim) in entities.iter() {
let mut existing: HashMap<Card, (Entity, Vec3, Option<Vec2>, Option<CardChildrenKey>)> =
HashMap::new();
for (entity, marker, transform, anim, children_key) in entities.iter() {
existing.insert(
marker.card.clone(),
(entity, transform.translation, anim.map(|a| a.end)),
(
entity,
transform.translation,
anim.map(|a| a.end),
children_key.copied(),
),
);
}
let live_ids: HashSet<Card> = positions.iter().map(|(c, _, _)| c.0.clone()).collect();
// Despawn any entity whose card is no longer tracked.
for (card, (entity, _, _)) in &existing {
for (card, (entity, _, _, _)) in &existing {
if !live_ids.contains(card) {
commands.entity(*entity).despawn();
}
@@ -862,7 +908,7 @@ fn sync_cards(
// behind the incoming top card during the draw slide animation.
for ((card, face_up), position, z) in positions {
let entity = match existing.get(&card) {
Some(&(entity, cur, anim_end)) => {
Some(&(entity, cur, anim_end, children_key)) => {
// If a CardAnimation is in flight, check whether its destination
// still matches the game-state target. If the game moved the card
// elsewhere (e.g. new game started during a win-cascade scatter),
@@ -889,6 +935,7 @@ fn sync_cards(
high_contrast,
cur,
has_anim,
children_key,
card_images,
selected_back,
font_handle,
@@ -1114,6 +1161,14 @@ fn spawn_card_entity(
);
});
}
// Record the appearance signature so subsequent `update_card_entity` calls
// can skip rebuilding these children until one of the inputs changes.
entity.insert(CardChildrenKey {
face_up,
card_size: layout.card_size,
color_blind,
high_contrast,
});
entity_id
}
@@ -1132,6 +1187,7 @@ fn update_card_entity(
high_contrast: bool,
cur: Vec3,
has_card_animation: bool,
existing_children_key: Option<CardChildrenKey>,
card_images: Option<&CardImageSet>,
selected_back: usize,
font_handle: Option<&Handle<Font>>,
@@ -1180,44 +1236,58 @@ 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; 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);
});
commands.entity(entity).with_children(|b| {
add_card_back_frame_child(b, layout.card_size);
});
if card_images.is_none() {
// Rebuild the card's child visuals (drop-shadow, border frame, and the
// rank/suit label / large-print corner overlay) only when an input that
// affects them actually changed. The child set depends solely on
// `CardChildrenKey`; the face/back image is carried by the always-refreshed
// `Sprite` above, so theme/card-back swaps need no child rebuild. Skipping
// this on a position-only move avoids despawning and respawning the child
// entities (incl. a `Text2d` glyph re-layout) for all 52 cards on every
// `StateChangedEvent` — the spike that stuttered the slide animation on
// high-resolution devices.
let new_children_key = CardChildrenKey {
face_up,
card_size: layout.card_size,
color_blind,
high_contrast,
};
if existing_children_key != Some(new_children_key) {
commands.entity(entity).despawn_related::<Children>();
commands.entity(entity).with_children(|b| {
b.spawn((
CardLabel,
Text2d::new(label_for(card)),
TextFont {
font_size: layout.card_size.x * FONT_SIZE_FRAC,
..default()
},
TextColor(text_colour(card, color_blind, high_contrast)),
Transform::from_xyz(0.0, 0.0, 0.01),
label_visibility(face_up),
));
add_card_shadow_child(b, layout.card_size);
});
}
if USE_TOUCH_UI_LAYOUT && card_images.is_some() {
commands.entity(entity).with_children(|b| {
add_android_corner_label(
b,
card,
face_up,
layout.card_size,
color_blind,
high_contrast,
font_handle,
);
add_card_back_frame_child(b, layout.card_size);
});
if card_images.is_none() {
commands.entity(entity).with_children(|b| {
b.spawn((
CardLabel,
Text2d::new(label_for(card)),
TextFont {
font_size: layout.card_size.x * FONT_SIZE_FRAC,
..default()
},
TextColor(text_colour(card, color_blind, high_contrast)),
Transform::from_xyz(0.0, 0.0, 0.01),
label_visibility(face_up),
));
});
}
if USE_TOUCH_UI_LAYOUT && card_images.is_some() {
commands.entity(entity).with_children(|b| {
add_android_corner_label(
b,
card,
face_up,
layout.card_size,
color_blind,
high_contrast,
font_handle,
);
});
}
commands.entity(entity).insert(new_children_key);
}
}
@@ -2409,15 +2479,21 @@ fn resize_android_corner_labels(
}
}
/// 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.
/// Adjusts `LayoutResource.tableau_fan_frac` (and the face-down companion) so
/// the deepest tableau column fills the available vertical space at every stage
/// of play. Runs after every `StateChangedEvent`.
///
/// On fresh deal (max face-up depth = 1) the function returns early, leaving
/// both fracs at the window-size-adaptive values that `compute_layout` already
/// computed for the current viewport. Previously it overwrote the adaptive
/// value with the desktop minimum (0.25) — the wrong behaviour on portrait
/// phones where the adaptive value is much larger.
/// Depth is measured across *all* cards in a column, weighting each face-down
/// card by the fixed face-down/face-up step ratio. Counting the face-down
/// portion — not just the face-up tail — is what fills the lower screen on a
/// fresh deal (the deepest column is then six face-down cards under one face-up
/// one): the earlier face-up-only depth was 1, so the fan never spread and the
/// bottom half of a near-square viewport (e.g. an unfolded foldable) sat empty.
///
/// Deeper columns drive the fraction down so everything still fits the window;
/// [`crate::layout::TABLEAU_FAN_FRAC`] floors it to the desktop feel and
/// [`MAX_DYNAMIC_FAN_FRAC`] caps it so a near-empty column doesn't fling its few
/// cards far apart.
fn update_tableau_fan_frac(
mut events: MessageReader<StateChangedEvent>,
game: Option<Res<GameStateResource>>,
@@ -2432,59 +2508,35 @@ fn update_tableau_fan_frac(
let Some(layout) = layout.as_mut() else {
return;
};
let max_depth = [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
]
.into_iter()
.map(|tableau| {
game.0
.pile(KlondikePile::Tableau(tableau))
.into_iter()
.filter(|(_, face_up)| *face_up)
.count()
})
.max()
.unwrap_or(0);
let card_h = layout.0.card_size.y;
let avail = layout.0.available_tableau_height;
// With ≤ 1 face-up card per column (fresh deal, or completely face-down
// piles) the face-up fan fraction has no visible effect. Leave both fracs
// at the adaptive values set by compute_layout rather than snapping them
// to the desktop minimum.
if max_depth <= 1 || card_h <= 0.0 {
return;
}
let ideal = avail / ((max_depth - 1) as f32 * card_h);
let max_frac = if card_h > 0.0 {
avail / (12.0 * card_h)
} else {
TABLEAU_FAN_FRAC
};
let new_frac = ideal.clamp(TABLEAU_FAN_FRAC, max_frac.max(TABLEAU_FAN_FRAC));
let new_facedown_frac = new_frac * (TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC);
if (layout.0.tableau_fan_frac - new_frac).abs() > 1e-4 {
layout.0.tableau_fan_frac = new_frac;
}
if (layout.0.tableau_facedown_fan_frac - new_facedown_frac).abs() > 1e-4 {
layout.0.tableau_facedown_fan_frac = new_facedown_frac;
}
crate::layout::apply_dynamic_tableau_fan(&game.0, &mut layout.0);
}
/// PostStartup sibling of [`update_tableau_fan_frac`]. The initial deal is
/// inserted directly as `GameStateResource` at startup without a
/// `StateChangedEvent`, so the event-driven system never fires for it. This
/// runs once, before [`sync_cards_startup`] renders, so the very first board
/// (cold start) already fills the viewport — otherwise a fresh deal on a tall /
/// near-square screen (e.g. an unfolded foldable) renders with the unspread fan
/// and a large empty band below the tableau until the first move.
fn fill_tableau_fan_on_startup(
game: Option<Res<GameStateResource>>,
mut layout: Option<ResMut<LayoutResource>>,
) {
let Some(game) = game else {
return;
};
let Some(layout) = layout.as_mut() else {
return;
};
crate::layout::apply_dynamic_tableau_fan(&game.0, &mut layout.0);
}
#[cfg(test)]
mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
use crate::layout::TABLEAU_FAN_FRAC;
use crate::table_plugin::TablePlugin;
use solitaire_core::Deck;
@@ -2911,6 +2963,59 @@ mod tests {
}
}
#[test]
fn cold_start_deal_fills_tableau_fan() {
// The initial deal is inserted at startup without a StateChangedEvent, so
// the event-driven fan update never fires for it. The PostStartup fill
// must spread the fan from the deepest column's *total* depth (face-down
// included) so a fresh deal already fills the viewport — otherwise a
// near-square / unfolded-foldable screen renders with a large empty band
// below the tableau. Mirrors apply_dynamic_tableau_fan's formula against
// the actual dealt state so it fails if the startup fill is dropped or
// reverts to face-up-only depth.
let app = app();
let game = app.world().resource::<GameStateResource>();
let facedown_ratio = TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC;
let max_demand = [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
]
.into_iter()
.map(|t| {
let pile = game.0.pile(KlondikePile::Tableau(t));
let steps = pile.len().saturating_sub(1);
pile.iter()
.take(steps)
.map(|(_, up)| if *up { 1.0 } else { facedown_ratio })
.sum::<f32>()
})
.fold(0.0_f32, f32::max);
assert!(
max_demand > 1.0,
"a fresh deal's deepest column should contribute several fan steps, got {max_demand}"
);
let layout = app.world().resource::<LayoutResource>();
let card_h = layout.0.card_size.y;
let avail = layout.0.available_tableau_height;
let expected = (avail / (max_demand * card_h))
.clamp(TABLEAU_FAN_FRAC, crate::layout::MAX_DYNAMIC_FAN_FRAC);
assert!(
(layout.0.tableau_fan_frac - expected).abs() < 1e-3,
"cold-start fan {} should equal the demand-filled value {} \
(card_h={card_h}, avail={avail}, demand={max_demand})",
layout.0.tableau_fan_frac,
expected,
);
}
#[test]
fn flip_half_secs_is_positive() {
const {
@@ -3176,6 +3281,56 @@ mod tests {
});
}
#[test]
fn resize_keeps_tableau_fan_filled() {
// The Android safe-area-inset update (frames 1-3) and fold/unfold both
// fire a WindowResized that recomputes the layout, resetting the fan to
// compute_layout's sparse worst-case value. on_window_resized must
// re-apply the dynamic fill so the tableau keeps filling the viewport
// after a resize — not only at deal time. Without the fill in the resize
// path the fan would snap back to the worst-case value and the lower
// screen would empty out on the first resize.
let mut app = app();
// A tall near-square window (like an unfolded foldable) where the dynamic
// fill clearly exceeds the worst-case fan.
fire_window_resize(&mut app, 1400.0, 1500.0);
advance_past_resize_throttle(&mut app);
let game = app.world().resource::<GameStateResource>();
let facedown_ratio = TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC;
let max_demand = [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
]
.into_iter()
.map(|t| {
let pile = game.0.pile(KlondikePile::Tableau(t));
let steps = pile.len().saturating_sub(1);
pile.iter()
.take(steps)
.map(|(_, up)| if *up { 1.0 } else { facedown_ratio })
.sum::<f32>()
})
.fold(0.0_f32, f32::max);
let layout = app.world().resource::<LayoutResource>();
let expected = (layout.0.available_tableau_height / (max_demand * layout.0.card_size.y))
.clamp(TABLEAU_FAN_FRAC, crate::layout::MAX_DYNAMIC_FAN_FRAC);
assert!(
(layout.0.tableau_fan_frac - expected).abs() < 1e-3,
"after resize the fan {} should be re-filled to {} (the resize path must \
re-apply apply_dynamic_tableau_fan)",
layout.0.tableau_fan_frac,
expected,
);
}
#[test]
fn resize_does_not_despawn_card_labels() {
// Spawn a fresh app, capture the current set of CardLabel entity IDs,
@@ -3216,6 +3371,44 @@ mod tests {
}
}
#[test]
fn appearance_neutral_state_change_does_not_rebuild_card_children() {
// A StateChangedEvent that doesn't alter any card's appearance — the
// common case during a move, for the ~50 cards that didn't move or flip
// — must NOT despawn and respawn child entities. Before the
// CardChildrenKey guard every StateChangedEvent rebuilt all 52 cards'
// children (incl. a Text2d glyph re-layout each), the per-move spike
// that stuttered the slide animation on high-resolution devices.
let mut app = app();
let labels_before: HashSet<Entity> = app
.world_mut()
.query_filtered::<Entity, With<CardLabel>>()
.iter(app.world())
.collect();
assert!(
!labels_before.is_empty(),
"fixture should have spawned CardLabel children in the fallback path"
);
// Fire a StateChangedEvent without mutating the game: no card moves or
// flips, so every card's CardChildrenKey is unchanged.
app.world_mut().write_message(StateChangedEvent);
app.update();
let labels_after: HashSet<Entity> = app
.world_mut()
.query_filtered::<Entity, With<CardLabel>>()
.iter(app.world())
.collect();
assert_eq!(
labels_before, labels_after,
"an appearance-neutral StateChangedEvent must not despawn/respawn card \
children — the CardChildrenKey guard should have skipped the rebuild"
);
}
#[test]
fn resize_in_place_updates_card_label_font_size() {
// Capture an arbitrary CardLabel's TextFont.font_size before resize,
+80
View File
@@ -7,6 +7,7 @@ use std::collections::HashMap;
use bevy::math::Vec2;
use bevy::prelude::{Resource, SystemSet};
use solitaire_core::game_state::GameState;
use solitaire_core::{Foundation, KlondikePile, Tableau};
/// Schedule labels for layout-related systems so cross-plugin ordering is
@@ -91,6 +92,15 @@ const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.14;
/// this column inside the visible window.
const MAX_TABLEAU_CARDS: f32 = 13.0;
/// Upper bound for the dynamic tableau fan step (fraction of card height) chosen
/// by [`apply_dynamic_tableau_fan`]. The fan is spread to fill the available
/// height, but a near-empty column has tiny demand, so without a cap its few
/// cards would fling far apart on a tall viewport. At 0.6 the face-up cards keep
/// clear overlap (a readable stack) while still filling most of a near-square /
/// unfolded-foldable screen. Tunable purely for feel — no effect on correctness
/// or hit-testing.
pub(crate) const MAX_DYNAMIC_FAN_FRAC: f32 = 0.6;
/// Vertical pixel band reserved at the top of the play area for the HUD
/// (action buttons, Score / Moves / Timer readouts). The card grid starts
/// below this band so the HUD doesn't bleed into the play surface.
@@ -309,6 +319,76 @@ pub fn compute_layout(
}
}
/// Spread the tableau fan so the deepest column fills the available vertical
/// height for the *current* deal, mutating `layout.tableau_fan_frac` and its
/// face-down companion in place.
///
/// `compute_layout` is pure geometry and sizes the fan for a worst-case 13-card
/// column, so early in a game (shallow columns) a tall or near-square viewport
/// — e.g. an unfolded foldable — is left with a large empty band below the
/// tableau. This refines the fan once the actual deal is known.
///
/// Depth is measured across *all* cards in a column, each face-down card
/// weighted by the fixed face-down/face-up step ratio. Counting the face-down
/// portion (not just the face-up tail) is what fills the lower screen on a fresh
/// deal, where the deepest column is several face-down cards under one face-up
/// one. Deeper columns drive the fraction down so everything still fits;
/// [`TABLEAU_FAN_FRAC`] floors it and [`MAX_DYNAMIC_FAN_FRAC`] caps it.
///
/// Called from card-sync at startup and on every `StateChangedEvent`, and from
/// the resize pipeline after `compute_layout`, so the cold-start deal, ongoing
/// play, and fold/unfold all stay filled. `card_position` / `card_positions`
/// read the same fractions, so rendering and hit-testing remain in sync.
pub(crate) fn apply_dynamic_tableau_fan(game: &GameState, layout: &mut Layout) {
let card_h = layout.card_size.y;
let avail = layout.available_tableau_height;
if card_h <= 0.0 {
return;
}
let facedown_ratio = TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC;
// "Step demand" of a column: the vertical offset of its bottom card from its
// top card, in units of the face-up fan step. Every card except the last
// contributes one step, weighted down to `facedown_ratio` while face-down.
let max_demand = [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
]
.into_iter()
.map(|tableau| {
let pile = game.pile(KlondikePile::Tableau(tableau));
let steps = pile.len().saturating_sub(1);
pile.iter()
.take(steps)
.map(|(_, face_up)| if *face_up { 1.0 } else { facedown_ratio })
.sum::<f32>()
})
.fold(0.0_f32, f32::max);
// No fannable column (every tableau pile has ≤ 1 card) — leave the fractions
// at the values compute_layout set.
if max_demand <= 0.0 {
return;
}
let ideal = avail / (max_demand * card_h);
let new_frac = ideal.clamp(TABLEAU_FAN_FRAC, MAX_DYNAMIC_FAN_FRAC);
let new_facedown_frac = new_frac * facedown_ratio;
if (layout.tableau_fan_frac - new_frac).abs() > 1e-4 {
layout.tableau_fan_frac = new_frac;
}
if (layout.tableau_facedown_fan_frac - new_facedown_frac).abs() > 1e-4 {
layout.tableau_facedown_fan_frac = new_facedown_frac;
}
}
/// Bevy resource wrapping the current `Layout`. Recomputed on `WindowResized`.
#[derive(Resource, Debug, Clone)]
pub struct LayoutResource(pub Layout);
+15 -3
View File
@@ -11,7 +11,9 @@ use solitaire_core::Suit;
use crate::events::{HintVisualEvent, StateChangedEvent};
use crate::hud_plugin::HudVisibility;
use crate::layout::{Layout, LayoutResource, LayoutSystem, TABLE_COLOUR, compute_layout};
use crate::layout::{
Layout, LayoutResource, LayoutSystem, TABLE_COLOUR, apply_dynamic_tableau_fan, compute_layout,
};
use crate::resources::GameStateResource;
use crate::safe_area::SafeAreaInsets;
use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
@@ -348,12 +350,13 @@ fn spawn_pile_markers(commands: &mut Commands, layout: &Layout) {
}
}
#[allow(clippy::type_complexity)]
#[allow(clippy::type_complexity, clippy::too_many_arguments)]
fn on_window_resized(
mut events: MessageReader<WindowResized>,
safe_area: Option<Res<SafeAreaInsets>>,
windows: Query<&Window>,
hud_vis: Option<Res<HudVisibility>>,
game: Option<Res<GameStateResource>>,
mut layout_res: Option<ResMut<LayoutResource>>,
mut backgrounds: Query<
(&mut Sprite, &mut Transform),
@@ -370,7 +373,16 @@ fn on_window_resized(
let safe_area_top = insets.top / scale;
let safe_area_bottom = insets.bottom / scale;
let hud_visible = hud_vis.as_deref().copied().unwrap_or_default() == HudVisibility::Visible;
let new_layout = compute_layout(window_size, safe_area_top, safe_area_bottom, hud_visible);
let mut new_layout = compute_layout(window_size, safe_area_top, safe_area_bottom, hud_visible);
// compute_layout sizes the fan for a worst-case column; refine it to the
// current deal so a resize (incl. the Android safe-area-inset resize that
// fires in the first few frames, and fold/unfold on foldables) keeps the
// tableau filling the viewport instead of snapping back to the sparse
// worst-case fan.
if let Some(game) = game.as_ref() {
apply_dynamic_tableau_fan(&game.0, &mut new_layout);
}
if let Some(layout_res) = layout_res.as_deref_mut() {
layout_res.0 = new_layout.clone();
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