76a754d8e5
Two improvements to drag responsiveness on Android: 1. Guard start_drag against touch-simulated mouse presses. start_drag (mouse path) now bails when Touches::iter_just_pressed() finds an active touch, so touch_start_drag always owns drag state on touch-screen devices. Without the guard, Bevy/Winit versions that synthesise MouseButton::Left from the primary touch would have the mouse drag path claim drag state first (start_drag runs before touch_start_drag in the system chain), leaving the card tracked via cursor_world instead of the Touches resource. 2. Lower mobile drag commit threshold 10 px → 8 px. Matches Android ViewConfiguration.getScaledTouchSlop() exactly. Smaller threshold reduces the snap-to-finger displacement at commit and makes drag feel more immediate. Hardware confirmation (verify no stutter, tune if needed) remains a manual step recorded in PLAYABILITY_TODO. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
162 lines
8.4 KiB
Markdown
162 lines
8.4 KiB
Markdown
# Android Playability TODO
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**Started:** 2026-05-10 — first hardware screenshot of v0.22.3 APK
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running on a real device showed the desktop HUD projected onto a
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360 dp portrait viewport with no mobile adaptation. This list
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tracks the work needed to make the APK genuinely playable, not
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just "boots without crashing."
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**Context:** v0.22.3 (signed release APK) builds and launches.
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JNI bridges (clipboard, keystore) compile but are untested on
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hardware. The work below is UI/UX port work — no architectural
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rewrites required.
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---
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## Reading from the v0.22.3 screenshot
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| Region | Observation |
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|--------|-------------|
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| Top ~5 % | System bar (clock, signal, battery) overlapped by game HUD — no safe-area inset |
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| 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 |
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| Keyboard hints | `Esc`, `A`, `[]`, `N` shown next to buttons — meaningless on touch |
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| Foundations row | Leftmost foundation (♥) clipped left; rightmost tableau column (♠ 4) clipped right |
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| Card backs | Face-down cards render as solid red squares, not back-art texture |
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| Vertical use | Cards occupy top ~30 % only; bottom 70 % empty black — no portrait-aware layout |
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| Bottom edge | No accommodation for Android gesture / home-indicator area |
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---
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## P0 — Blocking playability
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- [x] **Safe-area insets (top + bottom).** *Closed 2026-05-10 by
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`b9aa262`.* `SafeAreaInsets` resource + `SafeAreaInsetsPlugin`
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query `WindowInsets.getInsets(systemBars())` via JNI on Android;
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HUD anchors carry `SafeAreaAnchoredTop { base_top }` and the
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change-detection fix-up system re-applies `base_top + insets.top`
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whenever the resource updates. Bottom inset is captured but not
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yet consumed (waits for bottom-anchored UI).
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- [x] **Mobile HUD layout.** *Closed 2026-05-10.* Both the left HUD
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column and the right action button row are now capped at
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`max_width: 50 %` and the button row + tier-row child Nodes carry
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`flex_wrap: Wrap`. On a 360 dp viewport the 6-button row breaks
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to multiple lines (right-justified) and the tier rows wrap
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individually instead of overflowing into the action column. On
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desktop (≥ 1280 px) the 50 % cap is wider than any natural row
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width so the existing single-line layout is unchanged.
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- [x] **Card-back asset not rendering.** *Closed 2026-05-10 by
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`fcc7337`.* `AssetPlugin::file_path = "../assets"` was set
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unconditionally to fix the desktop `cargo run -p solitaire_app`
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CWD relativity, but on Android cargo-apk packages the same
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directory into the APK at `assets/` and Bevy's
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AndroidAssetReader is already rooted there — prepending `../`
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walked the reader out of the APK assets root and every load
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failed silently. The face-down branch then fell through to the
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`card_back_colour(0)` solid-red brick fallback. Gated the
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override behind `#[cfg(not(target_os = "android"))]`.
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- [x] **Viewport overflow.** *Closed 2026-05-10.* `compute_layout`
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was clamping the input window up to `MIN_WINDOW = 800 × 600`,
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so a 360 dp phone got laid out as if it were 800-wide and the
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outer piles fell outside the actual viewport. Lowered the floor
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to 320 × 400 (below the smallest reasonable phone) so real
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Android resolutions flow through without clamping, while keeping
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a sentinel to guard against degenerate / startup-zero windows.
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New regression test `phone_portrait_layout_fits_horizontally`
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asserts all 13 piles fit a 360 × 800 viewport.
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## P1 — Touch UX
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- [x] **Suppress keyboard-hint labels on Android.** *Closed
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2026-05-10.* `spawn_action_button` now nulls the `hotkey`
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argument on Android via a `#[cfg(target_os = "android")]` rebind,
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so the U / Esc / F1 / N chips next to the action row labels
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disappear on touch builds. Other hint sites (onboarding panel,
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pause-modal `Esc` hint, mode-card hotkey chips on the home
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screen, replay overlay footer, modal toggle hints in
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profile/stats/leaderboard/settings, help screen) survive — they
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live behind navigation and a touch user reaches them less often.
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Track as a P3 sweep when more screens are audited on hardware.
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- [x] **Thumb-sized hit targets.** *Closed 2026-05-10.* Action
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button Node carries `min_width: Val::Px(48.0), min_height:
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Val::Px(48.0)` — meets Material's 48 dp baseline on touch and is
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a no-op for buttons whose content already exceeds 48 px in
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either axis. Applied universally rather than cfg-gated since
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Material's guideline applies to all input modes. Cards, pile
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markers, modal close buttons not yet audited — track as P3 if
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they fall below threshold on hardware.
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- [x] **Portrait-first card spacing.** *Closed 2026-05-11.*
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`compute_layout` now derives an adaptive `tableau_fan_frac` from the
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available vertical space below the tableau row. On height-limited
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(desktop) windows the formula returns ≈ 0.25 and the clamp keeps the
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existing behaviour. On width-limited (portrait phone) windows — where
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card size is constrained by the 9-column horizontal packing — the fan
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fraction expands to fill the viewport (≈ 0.84 at 360 × 800 dp).
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`tableau_facedown_fan_frac` scales proportionally. Both values live in
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the `Layout` struct; `card_plugin::card_positions` and
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`input_plugin::card_position` / `pile_drop_rect` read from the struct
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so rendering and hit-testing stay in sync across viewport sizes.
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- [x] **Double-tap auto-move visible feedback.** *Closed 2026-05-11.*
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On a recognised double-tap (priority 1 single-card or priority 2
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stack move), the moved card(s) receive a 0.35 s lime flash
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(`STATE_SUCCESS` tint + `HintHighlight { remaining: 0.35 }`) before
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the move request is written. The flash persists through the card
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animation and is cleaned up by the existing `tick_hint_highlight`
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system. Hardware trigger-verification remains a manual step — connect
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AVD or device and confirm two rapid `TouchPhase::Ended` events within
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0.5 s produce the lime flash.
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## P2 — Polish
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- [x] **Drag responsiveness on touch.** *Closed 2026-05-11.*
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Two code-side improvements shipped; final feel confirmation still needs
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hardware:
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1. `start_drag` (mouse path) now bails out when a touch is just-pressed
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(`Touches::iter_just_pressed()`), ensuring `touch_start_drag` always
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owns the drag state on touch-screen devices — including Bevy/Winit
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versions that simulate `MouseButton::Left` from the primary touch.
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2. Mobile drag commit threshold lowered 10 px → 8 px, matching Android's
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`ViewConfiguration.getScaledTouchSlop()` spec. Smaller threshold →
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smaller snap-on-commit and faster perceived response.
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**Remaining:** connect AVD or device and verify drag feels responsive
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with no stutter; tune threshold further if needed.
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- [ ] **Long-press menu.** Alternative to right-click (which doesn't
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exist on touch). Wire to the existing right-click-highlight system.
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- [ ] **HUD typography.** Reduce text sizes for `Score:`, `Moves:`,
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timer so they fit cleanly in one row.
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- [ ] **Orientation lock.** Set `android:screenOrientation="portrait"`
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in cargo-apk manifest (or design a landscape layout).
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## P3 — Asset density
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- [ ] **Density-aware card scaling.** Currently single texture size; on
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a high-DPI phone the cards look small. Scale by
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`Window::scale_factor()` or ship multiple PNG sizes.
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- [ ] **App-icon density buckets.** Nine sizes already exist in
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`assets/icon/`; verify the manifest references them so Android's
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launcher picks the right one.
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## P4 — Stability / runtime
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- [ ] **B0004 ECS hierarchy warnings.** Flagged in
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`SESSION_HANDOFF.md` after APK launch verification — investigate
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whether they cause gameplay bugs on hardware vs. AVD.
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- [ ] **AVD functional tests for JNI bridges.** Clipboard (`2c822ba`)
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and Keystore (`f281425`) shipped but never tested on real device
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or AVD.
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---
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## Notes / decisions
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* This list is screenshot-driven; expect more items to surface once
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P0 unblocks actually moving cards on hardware.
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* The pattern across all the bugs is "no one ran the relevant code
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path on Android yet." The hard work — Bevy 0.18 on Android,
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JNI bridges, signed CI builds — is done. What's left is a
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coordinated pass of `#[cfg(target_os = "android")]` gates plus
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making `LayoutResource` query the real surface size.
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* Where possible, prefer responsive layout (query window size) over
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branching `#[cfg]` blocks. Branches are fine for input methods
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(touch vs. mouse) but not for screen geometry — a foldable or
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desktop window of equivalent size should look the same.
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