463b7465ed
The U / Esc / F1 / N caption chips next to the HUD action buttons are meaningless on a touch device and visibly clutter the narrow-viewport action row (visible as "Esc A [] N" in the v0.22.3 screenshot). `spawn_action_button` now rebinds `hotkey` to `None` under `#[cfg(target_os = "android")]` so the chip-spawn branch is skipped on touch builds. Menu / Modes chevrons are unaffected — they indicate dropdown behaviour and still apply on touch. Other hint surfaces (onboarding, pause modal Esc hint, mode-card chips, replay footer, modal toggle chips, help screen) live behind navigation and are tracked as a P3 sweep in PLAYABILITY_TODO.md. Closes P1 #1 of docs/android/PLAYABILITY_TODO.md. 855 engine tests pass; clippy clean. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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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
- Safe-area insets (top + bottom). Closed 2026-05-10 by
b9aa262.SafeAreaInsetsresource +SafeAreaInsetsPluginqueryWindowInsets.getInsets(systemBars())via JNI on Android; HUD anchors carrySafeAreaAnchoredTop { base_top }and the change-detection fix-up system re-appliesbase_top + insets.topwhenever the resource updates. Bottom inset is captured but not yet consumed (waits for bottom-anchored UI). - 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 carryflex_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. - Card-back asset not rendering. Closed 2026-05-10 by
fcc7337.AssetPlugin::file_path = "../assets"was set unconditionally to fix the desktopcargo run -p solitaire_appCWD relativity, but on Android cargo-apk packages the same directory into the APK atassets/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 thecard_back_colour(0)solid-red brick fallback. Gated the override behind#[cfg(not(target_os = "android"))]. - Viewport overflow. Closed 2026-05-10.
compute_layoutwas clamping the input window up toMIN_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 testphone_portrait_layout_fits_horizontallyasserts all 13 piles fit a 360 × 800 viewport.
P1 — Touch UX
- Suppress keyboard-hint labels on Android. Closed
2026-05-10.
spawn_action_buttonnow nulls thehotkeyargument 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-modalEschint, 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. - Thumb-sized hit targets. HUD buttons sized for mouse; Material guideline minimum is 44–48 dp. Increase button paddings on touch builds.
- Portrait-first card spacing. Stretch tableau piles vertically to fill height; reduce inter-pile gaps so 7 columns fit in 360 dp.
- Double-tap auto-move visible feedback.
handle_double_tapexists since395a322— verify it triggers on hardware and add a brief source-card flash / highlight to confirm to the user.
P2 — Polish
- Drag responsiveness on touch. Bevy default touch-to-mouse mapping can lag; confirm drag start threshold isn't too high for a finger.
- Long-press menu. Alternative to right-click (which doesn't exist on touch). Wire to the existing right-click-highlight system.
- HUD typography. Reduce text sizes for
Score:,Moves:, timer so they fit cleanly in one row. - Orientation lock. Set
android:screenOrientation="portrait"in cargo-apk manifest (or design a landscape layout).
P3 — Asset density
- Density-aware card scaling. Currently single texture size; on
a high-DPI phone the cards look small. Scale by
Window::scale_factor()or ship multiple PNG sizes. - App-icon density buckets. Nine sizes already exist in
assets/icon/; verify the manifest references them so Android's launcher picks the right one.
P4 — Stability / runtime
- B0004 ECS hierarchy warnings. Flagged in
SESSION_HANDOFF.mdafter APK launch verification — investigate whether they cause gameplay bugs on hardware vs. AVD. - AVD functional tests for JNI bridges. Clipboard (
2c822ba) and Keystore (f281425) shipped but never tested on real device or AVD.
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 makingLayoutResourcequery 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.