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Ferrous-Solitaire/docs/android/PLAYABILITY_TODO.md
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funman300 92a5ebb15e fix(android): lower MIN_WINDOW floor so phone viewports lay out correctly
`compute_layout` runs `window.max(MIN_WINDOW)`, which acts as a
component-wise floor: any window smaller than MIN_WINDOW on either
axis gets clamped up. The previous floor of 800x600 was set with
desktop in mind, but on Android the OS-provided window size is the
device resolution (~360 dp wide on a typical phone) and the clamp
silently re-laid the board for an 800 dp width.

Side effect: total grid width (9 * card_width) became ~800 px on a
360 dp viewport, so the leftmost foundation x-position fell past
-180 and the rightmost tableau pile past +180 — both clipped at
the visible edges, matching the v0.22.3 hardware screenshot.

Lowered MIN_WINDOW to 320x400, below the smallest reasonable phone
(~360x640), so every real device flows through compute_layout
unclamped. The floor is preserved as a sentinel against degenerate
windows (Bevy can briefly report 0-size during startup or after
minimisation on some compositors). Desktop's "minimum supported
playable size" is enforced separately via WindowResizeConstraints
in solitaire_app.

Updates `layout_below_minimum_clamps_to_minimum` to use values
below the new floor, and adds a new regression test
`phone_portrait_layout_fits_horizontally` that asserts all 13
piles fit inside a 360 x 800 dp viewport.

Closes P0 #4 of docs/android/PLAYABILITY_TODO.md. 855 engine tests
pass; clippy clean.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-10 20:48:56 -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
- [ ] **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.