47f02a60ae
Captures the gap between "boots without crashing" (v0.22.3 status) and "actually playable on a phone." Tracks P0-P4 work items grouped by impact: safe-area, HUD layout, card-back rendering, viewport overflow, touch UX, density. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
4.9 KiB
4.9 KiB
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). Query
WindowInsetsvia JNI (orwinit::window::Window::safe_area()if exposed in our pinned winit) and push HUD down by status-bar height + bottom UI up by nav-bar height. Likely lives insolitaire_enginelayout system, gated#[cfg(target_os = "android")]. - Mobile HUD layout. Wrap to two rows, drop redundant text, or move secondary actions (Help, Modes) into a hamburger / drawer. Current single-row layout requires desktop width.
- Card-back asset not rendering. Face-down cards show as red
rectangles. Investigate: is
CardImageSet::backresolving on Android? Is the texture being uploaded? Is the sampler wrong? Check AssetServer load path under Android — does it find the embedded / packaged texture? - Viewport overflow. Leftmost foundation and rightmost tableau
pile clipped.
LayoutResourcemust recompute on Android using actual surface size (post-inset) instead of any desktop default width assumption.
P1 — Touch UX
- Suppress keyboard-hint labels on Android. Gate the
Esc / A / N / []accelerator chips behind#[cfg(not(target_os = "android"))]in the HUD spawn site(s). - 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.