//! Pure layout calculation — maps a window size to card size and pile positions. //! //! Bevy 2D uses a center-origin coordinate system: `(0, 0)` is the window //! center, `+y` is up, `+x` is right. use std::collections::HashMap; use bevy::math::Vec2; use bevy::prelude::{Resource, SystemSet}; use solitaire_core::card::Suit; use solitaire_core::pile::PileType; /// Schedule labels for layout-related systems so cross-plugin ordering is /// explicit instead of relying on Bevy's automatic resource-conflict ordering /// (which only forces non-parallel execution, not a particular order). #[derive(SystemSet, Debug, Clone, Copy, PartialEq, Eq, Hash)] pub enum LayoutSystem { /// The system that updates [`LayoutResource`], the table background, and /// pile markers in response to a `WindowResized` event. Card-snap systems /// (in `card_plugin`) run `.after(LayoutSystem::UpdateOnResize)` so they /// see the fresh layout. UpdateOnResize, } /// Minimum supported window dimensions. Layout is still computed below this /// size but cards will be small. pub const MIN_WINDOW: Vec2 = Vec2::new(800.0, 600.0); /// Aspect ratio (height / width) of a standard playing card. const CARD_ASPECT: f32 = 1.4; /// Fraction of card height used as vertical padding between the top row and /// the tableau row. const VERTICAL_GAP_FRAC: f32 = 0.2; /// Fraction of card height contributed by each additional face-up tableau card /// when fanned. Mirrors `card_plugin::TABLEAU_FAN_FRAC` so layout sizing can /// solve for a worst-case column without depending on `card_plugin`. const TABLEAU_FAN_FRAC: f32 = 0.25; /// 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 /// this column inside the visible window. const MAX_TABLEAU_CARDS: f32 = 13.0; /// Table background colour (dark green felt). pub const TABLE_COLOUR: [f32; 3] = [0.059, 0.322, 0.196]; /// Computed board layout for a given window size. #[derive(Debug, Clone)] pub struct Layout { /// Width and height of a single card, in world units (Bevy 2D world-space). /// /// `x` is the card width; `y` is the card height (always `x * 1.4`). /// All pile positions and fan offsets are derived from this value. pub card_size: Vec2, /// Centre position of each pile, in 2D world coordinates. /// /// World origin `(0, 0)` is the window centre; `+x` is right, `+y` is up. /// Every `PileType` (Stock, Waste, four Foundations, seven Tableaux) has an /// entry. The map always contains exactly 13 entries after `compute_layout`. pub pile_positions: HashMap, } /// Compute the board layout from a window size. /// /// # Geometry /// - `card_width` is the smaller of: /// - `window.x / 9.0` — seven tableau columns with eight gaps (two outer /// margins + six inner). This is the limiter on landscape windows. /// - the height-based candidate that keeps a worst-case fanned tableau /// column (13 face-up cards, see [`MAX_TABLEAU_CARDS`]) inside the /// window with a bottom margin equal to `h_gap`. Limiter on tall/narrow /// windows. /// - `card_height = card_width * 1.4`. /// - Horizontal gap `h_gap = card_width / 4.0`. /// - Top row (stock, waste, 4 foundations) aligns with tableau columns /// 0, 1, 3, 4, 5, 6 — column 2 is intentionally empty to separate the /// waste/stock cluster from the foundations. pub fn compute_layout(window: Vec2) -> Layout { let window = window.max(MIN_WINDOW); // Width-based candidate (existing behaviour): 7 cards + 8 h_gaps = 9*card_width. let card_width_width_based = window.x / 9.0; // 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. // // Letting w = card_width and h = w * CARD_ASPECT, the vertical layout is: // top edge of window = +window.y / 2 // top of top-row card = window.y/2 - h_gap (h_gap top margin) // centre of top-row card = window.y/2 - h_gap - h/2 // centre of tableau card = top centre - h - vertical_gap (vertical_gap = VERTICAL_GAP_FRAC * h) // bottom of last fanned = tableau_centre + h/2 - fan_factor * h // where fan_factor = 1 + (MAX_TABLEAU_CARDS - 1) * TABLEAU_FAN_FRAC // bottom of window = -window.y / 2; require bottom-of-fanned >= -window.y/2 + h_gap // // Substituting h_gap = w/4 and h = CARD_ASPECT * w and solving for the // largest w that fits gives: // window.y = w * (0.5 + (1 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT) let fan_factor = 1.0 + (MAX_TABLEAU_CARDS - 1.0) * TABLEAU_FAN_FRAC; let height_denom = 0.5 + (1.0 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT; let card_width_height_based = window.y / height_denom; let card_width = card_width_width_based.min(card_width_height_based); 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 side_margin = (window.x - total_grid_width) / 2.0 + h_gap; let left_edge = -window.x / 2.0; let col_x = |col: usize| -> f32 { left_edge + side_margin + card_width / 2.0 + (col as f32) * (card_width + h_gap) }; let vertical_gap = card_height * VERTICAL_GAP_FRAC; let top_y = window.y / 2.0 - h_gap - card_height / 2.0; let tableau_y = top_y - card_height - vertical_gap; let mut pile_positions: HashMap = HashMap::with_capacity(13); pile_positions.insert(PileType::Stock, Vec2::new(col_x(0), top_y)); pile_positions.insert(PileType::Waste, Vec2::new(col_x(1), top_y)); // Column 2 is skipped — visual separation between waste and foundations. let foundation_suits = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades]; for (i, suit) in foundation_suits.into_iter().enumerate() { pile_positions.insert( PileType::Foundation(suit), Vec2::new(col_x(3 + i), top_y), ); } for i in 0..7 { pile_positions.insert(PileType::Tableau(i), Vec2::new(col_x(i), tableau_y)); } Layout { card_size, pile_positions, } } /// Bevy resource wrapping the current `Layout`. Recomputed on `WindowResized`. #[derive(Resource, Debug, Clone)] pub struct LayoutResource(pub Layout); #[cfg(test)] mod tests { use super::*; fn assert_all_piles_present(layout: &Layout) { assert!(layout.pile_positions.contains_key(&PileType::Stock)); assert!(layout.pile_positions.contains_key(&PileType::Waste)); for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { assert!( layout.pile_positions.contains_key(&PileType::Foundation(suit)), "missing foundation for {:?}", suit ); } for i in 0..7 { assert!( layout.pile_positions.contains_key(&PileType::Tableau(i)), "missing tableau {i}" ); } assert_eq!(layout.pile_positions.len(), 13); } #[test] fn layout_has_all_thirteen_piles() { assert_all_piles_present(&compute_layout(Vec2::new(1280.0, 800.0))); assert_all_piles_present(&compute_layout(Vec2::new(800.0, 600.0))); assert_all_piles_present(&compute_layout(Vec2::new(1920.0, 1080.0))); } #[test] fn card_size_scales_with_window_width() { let small = compute_layout(Vec2::new(800.0, 600.0)); let large = compute_layout(Vec2::new(1920.0, 1080.0)); assert!(large.card_size.x > small.card_size.x); assert!( (large.card_size.y / large.card_size.x - CARD_ASPECT).abs() < 1e-5, "card aspect ratio should be preserved", ); } #[test] fn layout_below_minimum_clamps_to_minimum() { let below = compute_layout(Vec2::new(400.0, 300.0)); let at_min = compute_layout(MIN_WINDOW); assert_eq!(below.card_size, at_min.card_size); } #[test] fn tableau_columns_are_sorted_left_to_right() { let layout = compute_layout(Vec2::new(1280.0, 800.0)); for i in 0..6 { let lhs = layout.pile_positions[&PileType::Tableau(i)].x; let rhs = layout.pile_positions[&PileType::Tableau(i + 1)].x; assert!(lhs < rhs, "tableau {i} should be left of tableau {}", i + 1); } } #[test] fn top_row_is_above_tableau_row() { let layout = compute_layout(Vec2::new(1280.0, 800.0)); let stock_y = layout.pile_positions[&PileType::Stock].y; let tableau_y = layout.pile_positions[&PileType::Tableau(0)].y; assert!(stock_y > tableau_y); } #[test] fn stock_aligns_with_tableau_col_0_and_waste_with_col_1() { let layout = compute_layout(Vec2::new(1280.0, 800.0)); let stock_x = layout.pile_positions[&PileType::Stock].x; let waste_x = layout.pile_positions[&PileType::Waste].x; let t0_x = layout.pile_positions[&PileType::Tableau(0)].x; let t1_x = layout.pile_positions[&PileType::Tableau(1)].x; assert!((stock_x - t0_x).abs() < 1e-5); assert!((waste_x - t1_x).abs() < 1e-5); } #[test] fn foundations_align_with_tableau_cols_3_to_6() { let layout = compute_layout(Vec2::new(1280.0, 800.0)); let foundation_suits = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades]; for (i, suit) in foundation_suits.into_iter().enumerate() { let f_x = layout.pile_positions[&PileType::Foundation(suit)].x; let t_x = layout.pile_positions[&PileType::Tableau(3 + i)].x; assert!( (f_x - t_x).abs() < 1e-5, "foundation {:?} should align with tableau {}", suit, 3 + i ); } } #[test] fn short_wide_window_constrains_card_width_via_height() { // Short wide window: vertical budget is the bottleneck, so card_width // must be strictly smaller than the naive window.x / 9 candidate to // keep a worst-case 13-card column inside the window. (Most desktop // monitors fall into this regime — e.g. 1280x800, 1920x1080.) let window = Vec2::new(2560.0, 1080.0); let layout = compute_layout(window); let width_based = window.x / 9.0; assert!( layout.card_size.x < width_based, "expected height to be the limiter (card_width {} should be < width-based candidate {})", layout.card_size.x, width_based ); } #[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. let window = Vec2::new(900.0, 1600.0); let layout = compute_layout(window); let width_based = window.x / 9.0; assert!( (layout.card_size.x - width_based).abs() < 1e-3, "expected width-based sizing (card_width {} should equal {})", layout.card_size.x, width_based ); } #[test] fn worst_case_tableau_fits_vertically_on_default_resolution() { // Default app resolution (see solitaire_app/src/main.rs). let window = Vec2::new(1280.0, 800.0); let layout = compute_layout(window); let tableau_y = layout.pile_positions[&PileType::Tableau(6)].y; let card_h = layout.card_size.y; // Bottom edge of the 13th fanned face-up card. let bottom_edge = tableau_y - 12.0 * card_h * TABLEAU_FAN_FRAC - card_h / 2.0; // Bottom of the visible window with the same h_gap-sized margin used at // the top. let h_gap = layout.card_size.x / 4.0; let window_bottom_with_margin = -window.y / 2.0 + h_gap; assert!( bottom_edge >= window_bottom_with_margin - 1e-3, "worst-case tableau bottom {bottom_edge} overflows window margin {window_bottom_with_margin}" ); } #[test] fn worst_case_tableau_fits_vertically_on_full_hd() { // The bug originally reproduced at 1920x1080. Lock in a regression test. let window = Vec2::new(1920.0, 1080.0); let layout = compute_layout(window); let tableau_y = layout.pile_positions[&PileType::Tableau(6)].y; let card_h = layout.card_size.y; let bottom_edge = tableau_y - 12.0 * card_h * TABLEAU_FAN_FRAC - card_h / 2.0; let h_gap = layout.card_size.x / 4.0; let window_bottom_with_margin = -window.y / 2.0 + h_gap; assert!( bottom_edge >= window_bottom_with_margin - 1e-3, "worst-case tableau bottom {bottom_edge} overflows window margin {window_bottom_with_margin}" ); } #[test] fn all_piles_fit_inside_window_horizontally() { for window in [ Vec2::new(800.0, 600.0), Vec2::new(1280.0, 800.0), Vec2::new(1920.0, 1080.0), ] { let layout = compute_layout(window); let half_w = window.x / 2.0; let half_card = layout.card_size.x / 2.0; for (pile, pos) in &layout.pile_positions { assert!( pos.x - half_card >= -half_w - 1e-3, "{:?} overflows left at window {:?}", pile, window ); assert!( pos.x + half_card <= half_w + 1e-3, "{:?} overflows right at window {:?}", pile, window ); } } } }