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Ferrous-Solitaire/docs/android/PLAYABILITY_TODO.md
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funman300 89a21c0587 fix(android): wrap HUD column and action button row on narrow viewport
The v0.22.3 hardware screenshot showed the 6-button action row
(~510 px when laid out) overflowing into a 360 dp viewport from
the right anchor, with Menu and Undo clipped off-screen left and
Pause/Help/Modes/New_Game overlapping the left HUD column's
Score / Moves / Timer text.

Cap both clusters at `max_width: 50 %` so on mobile each takes
half the viewport (~180 px) and on desktop the cap is wider than
either cluster's natural width so the existing single-line
layout is preserved.

- Action button row: adds `flex_wrap: Wrap`, `row_gap`, and
  `justify_content: FlexEnd` so the row breaks to multiple
  right-aligned lines instead of clipping. 6 buttons become 2-3
  lines of 2-3 buttons.
- HUD column tier rows: add `flex_wrap: Wrap` and `row_gap` to
  the shared `row_node` helper so a long Mode/Challenge/Draw-cycle
  combo soft-wraps onto two lines instead of pushing into the
  action button column.

Closes P0 #2 of docs/android/PLAYABILITY_TODO.md. All 854 engine
tests pass; clippy clean.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-10 20:45:41 -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"))]`.
- [ ] **Viewport overflow.** Leftmost foundation and rightmost tableau
pile clipped. `LayoutResource` must 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 4448 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_tap`
exists since `395a322` — 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.md` after 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
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.