Files
Ferrous-Solitaire/docs/android/PLAYABILITY_TODO.md
T
funman300 2a206b994c fix(android): wrap sync HTTP tasks in per-call Tokio runtime
reqwest/hyper-util's GaiResolver calls tokio::runtime::Handle::current()
which panics with "no reactor running" when driven by Bevy's
AsyncComputeTaskPool (async-executor, not Tokio).  Fixed all three spawn
sites in sync_plugin.rs (start_pull, handle_manual_sync_request,
push_replay_on_win) and the push_on_exit fallback by wrapping each HTTP
future in tokio::runtime::Builder::new_current_thread().enable_all().

Also fixes a clippy type_complexity warning in hud_plugin.rs by
extracting HudScoreFont / HudMovesFont / HudTimeFont type aliases for
the update_hud_typography query parameters.

Closes P4 AVD JNI bridge test: keystore JNI verified working on
Android 14 x86_64 AVD (load_access_token returned NotFound correctly);
clipboard JNI compiled and linked, runtime test deferred to a real-device
session with a won game and active sync server.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-11 14:55:20 -07:00

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# Android Playability TODO
**Started:** 2026-05-10 — first hardware screenshot of v0.22.3 APK
running on a real device showed the desktop HUD projected onto a
360 dp portrait viewport with no mobile adaptation. This list
tracks the work needed to make the APK genuinely playable, not
just "boots without crashing."
**Context:** v0.22.3 (signed release APK) builds and launches.
JNI bridges (clipboard, keystore) compile but are untested on
hardware. The work below is UI/UX port work — no architectural
rewrites required.
---
## Reading from the v0.22.3 screenshot
| Region | Observation |
|--------|-------------|
| Top ~5 % | System bar (clock, signal, battery) overlapped by game HUD — no safe-area inset |
| HUD text row | `Score:0 Pause Esc Help A Modes [] New_Game N Moves:0 0:08` all overlapping — desktop layout crammed into 360 dp |
| Keyboard hints | `Esc`, `A`, `[]`, `N` shown next to buttons — meaningless on touch |
| Foundations row | Leftmost foundation (♥) clipped left; rightmost tableau column (♠ 4) clipped right |
| Card backs | Face-down cards render as solid red squares, not back-art texture |
| Vertical use | Cards occupy top ~30 % only; bottom 70 % empty black — no portrait-aware layout |
| Bottom edge | No accommodation for Android gesture / home-indicator area |
---
## P0 — Blocking playability
- [x] **Safe-area insets (top + bottom).** *Closed 2026-05-10 by
`b9aa262`.* `SafeAreaInsets` resource + `SafeAreaInsetsPlugin`
query `WindowInsets.getInsets(systemBars())` via JNI on Android;
HUD anchors carry `SafeAreaAnchoredTop { base_top }` and the
change-detection fix-up system re-applies `base_top + insets.top`
whenever the resource updates. Bottom inset is captured but not
yet consumed (waits for bottom-anchored UI).
- [x] **Mobile HUD layout.** *Closed 2026-05-10.* Both the left HUD
column and the right action button row are now capped at
`max_width: 50 %` and the button row + tier-row child Nodes carry
`flex_wrap: Wrap`. On a 360 dp viewport the 6-button row breaks
to multiple lines (right-justified) and the tier rows wrap
individually instead of overflowing into the action column. On
desktop (≥ 1280 px) the 50 % cap is wider than any natural row
width so the existing single-line layout is unchanged.
- [x] **Card-back asset not rendering.** *Closed 2026-05-10 by
`fcc7337`.* `AssetPlugin::file_path = "../assets"` was set
unconditionally to fix the desktop `cargo run -p solitaire_app`
CWD relativity, but on Android cargo-apk packages the same
directory into the APK at `assets/` and Bevy's
AndroidAssetReader is already rooted there — prepending `../`
walked the reader out of the APK assets root and every load
failed silently. The face-down branch then fell through to the
`card_back_colour(0)` solid-red brick fallback. Gated the
override behind `#[cfg(not(target_os = "android"))]`.
- [x] **Viewport overflow.** *Closed 2026-05-10.* `compute_layout`
was clamping the input window up to `MIN_WINDOW = 800 × 600`,
so a 360 dp phone got laid out as if it were 800-wide and the
outer piles fell outside the actual viewport. Lowered the floor
to 320 × 400 (below the smallest reasonable phone) so real
Android resolutions flow through without clamping, while keeping
a sentinel to guard against degenerate / startup-zero windows.
New regression test `phone_portrait_layout_fits_horizontally`
asserts all 13 piles fit a 360 × 800 viewport.
## P1 — Touch UX
- [x] **Suppress keyboard-hint labels on Android.** *Closed
2026-05-10.* `spawn_action_button` now nulls the `hotkey`
argument on Android via a `#[cfg(target_os = "android")]` rebind,
so the U / Esc / F1 / N chips next to the action row labels
disappear on touch builds. Other hint sites (onboarding panel,
pause-modal `Esc` hint, mode-card hotkey chips on the home
screen, replay overlay footer, modal toggle hints in
profile/stats/leaderboard/settings, help screen) survive — they
live behind navigation and a touch user reaches them less often.
Track as a P3 sweep when more screens are audited on hardware.
- [x] **Thumb-sized hit targets.** *Closed 2026-05-10.* Action
button Node carries `min_width: Val::Px(48.0), min_height:
Val::Px(48.0)` — meets Material's 48 dp baseline on touch and is
a no-op for buttons whose content already exceeds 48 px in
either axis. Applied universally rather than cfg-gated since
Material's guideline applies to all input modes. Cards, pile
markers, modal close buttons not yet audited — track as P3 if
they fall below threshold on hardware.
- [x] **Portrait-first card spacing.** *Closed 2026-05-11.*
`compute_layout` now derives an adaptive `tableau_fan_frac` from the
available vertical space below the tableau row. On height-limited
(desktop) windows the formula returns ≈ 0.25 and the clamp keeps the
existing behaviour. On width-limited (portrait phone) windows — where
card size is constrained by the 9-column horizontal packing — the fan
fraction expands to fill the viewport (≈ 0.84 at 360 × 800 dp).
`tableau_facedown_fan_frac` scales proportionally. Both values live in
the `Layout` struct; `card_plugin::card_positions` and
`input_plugin::card_position` / `pile_drop_rect` read from the struct
so rendering and hit-testing stay in sync across viewport sizes.
- [x] **Double-tap auto-move visible feedback.** *Closed 2026-05-11.*
On a recognised double-tap (priority 1 single-card or priority 2
stack move), the moved card(s) receive a 0.35 s lime flash
(`STATE_SUCCESS` tint + `HintHighlight { remaining: 0.35 }`) before
the move request is written. The flash persists through the card
animation and is cleaned up by the existing `tick_hint_highlight`
system. Hardware trigger-verification remains a manual step — connect
AVD or device and confirm two rapid `TouchPhase::Ended` events within
0.5 s produce the lime flash.
## P2 — Polish
- [x] **Drag responsiveness on touch.** *Closed 2026-05-11.*
Two code-side improvements shipped; final feel confirmation still needs
hardware:
1. `start_drag` (mouse path) now bails out when a touch is just-pressed
(`Touches::iter_just_pressed()`), ensuring `touch_start_drag` always
owns the drag state on touch-screen devices — including Bevy/Winit
versions that simulate `MouseButton::Left` from the primary touch.
2. Mobile drag commit threshold lowered 10 px → 8 px, matching Android's
`ViewConfiguration.getScaledTouchSlop()` spec. Smaller threshold →
smaller snap-on-commit and faster perceived response.
**Remaining:** connect AVD or device and verify drag feels responsive
with no stutter; tune threshold further if needed.
- [x] **Long-press menu.** *Closed 2026-05-11.* New system
`radial_open_on_long_press` in `radial_menu.rs` counts up while a
touch is held (`drag.active_touch_id.is_some() && !drag.committed`)
and opens `RightClickRadialState::Active` after 0.5 s — the same
state the right-click path uses. Existing radial infrastructure
then handles everything:
- `radial_track_cursor` extended to fall back to the first active
touch when no cursor position is available, so sliding the held
finger moves the hover ring.
- `radial_handle_release_or_cancel` extended to confirm/cancel on
`Touches::iter_just_released()` in addition to right-mouse release.
- `handle_double_tap` skips when the radial is active (guards a
narrow edge case where the finger lifts at exactly the same frame
the 0.5 s threshold fires).
Hardware verification needed: confirm the 0.5 s hold feel, verify
sliding to a destination and lifting confirms the move.
- [x] **HUD typography.** *Closed 2026-05-11.* New system
`update_hud_typography` fires on `WindowResized` and adjusts Tier-1
font sizes based on viewport width. Below 480 logical px: Score
`TYPE_HEADLINE` (26) → `TYPE_BODY_LG` (18), Moves/Timer
`TYPE_BODY_LG` (18) → `TYPE_CAPTION` (11), so all three items fit
in the 180 dp HUD column on a 360 dp phone. At ≥ 480 px the
original sizes are restored — desktop/tablet layout unchanged.
`add_message::<WindowResized>()` added defensively to `HudPlugin`
so the system works under `MinimalPlugins` in tests.
- [x] **Orientation lock.** *Closed 2026-05-11.* Added
`[package.metadata.android.application.activity]` section to
`solitaire_app/Cargo.toml` with `orientation = "portrait"`.
cargo-apk/ndk-build maps this to `android:screenOrientation="portrait"`
in the generated `AndroidManifest.xml`. Remove (or add a landscape
layout) before enabling auto-rotate.
## P3 — Asset density
- [x] **Density-aware card scaling.** *Closed 2026-05-11 — no code change
required.* `WindowResized` fires with **logical** pixels; sprites are
sized in world units (1 world unit = 1 logical pixel); Bevy's renderer
maps logical → physical via `scale_factor` internally. On a 360 dp
3×-DPI phone, cards are 40 logical dp = 120 physical px. The 256 × 384 px
card textures are **downscaled** to fit (256 → 120 px) — quality is fine.
Upscaling only occurs if `card_width × scale_factor > 256`, i.e. a
tablet with a logical width > 765 dp at 3× DPI — no current target
device falls in that range. Revisit if the game ships on large-screen
high-DPI tablets.
- [x] **App-icon density buckets.** *Closed 2026-05-11.* Created
`solitaire_app/res/mipmap-{mdpi,hdpi,xhdpi,xxhdpi,xxxhdpi}/ic_launcher.png`
from the existing `assets/icon/` PNGs (48→mdpi, 64→hdpi, 128→xhdpi,
256→xxhdpi+xxxhdpi). Added `resources = "res"` to
`[package.metadata.android]` so `aapt` packages the mipmap tree into the
APK, and `icon = "@mipmap/ic_launcher"` to
`[package.metadata.android.application]` so the launcher references it.
## P4 — Stability / runtime
- [x] **B0004 ECS hierarchy warnings.** *Investigated 2026-05-11 — no
fix required.* B0004 fires via Bevy's `validate_parent_has_component<C>`
hook when a child entity has UI component `C` (e.g. `Node`,
`InheritedVisibility`) but its parent doesn't yet. In Bevy 0.18,
`.despawn()` is recursive (docs: "When a parent is despawned, all
children will also be despawned"), so all `.despawn()` calls in the
engine are safe. The warnings seen on the Pixel 7 AVD during startup
are a component-propagation timing artifact — UI children reach the
hook before the parent's inherited components finish initialising —
not a gameplay defect. `despawn_related::<Children>()` in
`card_plugin.rs` is explicit child-only teardown (parent kept alive)
and is correct. No gameplay bugs attributed to these warnings over 2+
min AVD runtime.
- [x] **AVD functional tests for JNI bridges.** *Partially closed
2026-05-11.* Pixel 7 AVD (Android 14, x86_64) confirmed running;
APK installs and runs stable. Key findings:
**Keystore JNI — verified working.** Forced `SolitaireServerClient`
by writing a `solitaire_server` settings file, triggering
`android_keystore::load_access_token()` at startup via `start_pull`.
Logcat confirmed: `sync pull failed: authentication error: token
not found for user avd_test` — the JNI call to `AndroidKeyStore`
completed, correctly returned `NotFound`, and the sync system
handled the error gracefully. No panic, no crash from the JNI layer.
**Clipboard JNI — not yet exercised at runtime.** The
`android_clipboard::set_text()` path is gated behind
`Interaction::Pressed` on the share button AND requires a non-null
`share_url` (only present after a won game is uploaded to a sync
server). Both conditions are unreachable in a headless AVD session.
The code compiled and linked correctly on `x86_64-linux-android`.
**Side-finding fixed:** `reqwest`/`hyper-util`'s `GaiResolver`
calls `tokio::runtime::Handle::current()` which panics with "no
reactor running" when driven by Bevy's `AsyncComputeTaskPool`
(async-executor, not Tokio). Fixed in `sync_plugin.rs`: all three
`AsyncComputeTaskPool::spawn` sites and the `push_on_exit` fallback
now wrap HTTP futures in a temporary
`tokio::runtime::Builder::new_current_thread().enable_all()` runtime.
**Touch input limitation:** `adb shell input tap` does not deliver
touch events to Bevy/winit on Android 14 + android-activity 0.6.1
in headless AVD mode. Keyboard events (`KEYCODE_*`) work normally.
Full clipboard test requires a real device or a GUI-accessible AVD
session with a won game and active sync server.
---
## Notes / decisions
* This list is screenshot-driven; expect more items to surface once
P0 unblocks actually moving cards on hardware.
* The pattern across all the bugs is "no one ran the relevant code
path on Android yet." The hard work — Bevy 0.18 on Android,
JNI bridges, signed CI builds — is done. What's left is a
coordinated pass of `#[cfg(target_os = "android")]` gates plus
making `LayoutResource` query the real surface size.
* Where possible, prefer responsive layout (query window size) over
branching `#[cfg]` blocks. Branches are fine for input methods
(touch vs. mouse) but not for screen geometry — a foldable or
desktop window of equivalent size should look the same.