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Ferrous-Solitaire/docs/android/PLAYABILITY_TODO.md
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funman300 948864e653 feat(android): long-press opens radial menu as right-click alternative
Touch screens have no right mouse button, so right-click radial was
inaccessible on Android. New system radial_open_on_long_press counts
up while a touch is held on a face-up card without crossing the drag
threshold; after 0.5 s it transitions RightClickRadialState to Active,
which the existing visual overlay and destination-ring infrastructure
then renders unchanged.

Three supporting changes to wire up the touch-driven confirm path:

- radial_track_cursor: falls back to the first active Touches position
  when cursor_world returns None, so the hover ring tracks a sliding
  held finger on Android.

- radial_handle_release_or_cancel: confirms on Touches::iter_just_released
  (finger lift) in addition to right-mouse release. Cancels on
  Touches::iter_just_canceled. No new event reader — uses the Touches
  resource which is already in scope after the track_cursor addition.

- handle_double_tap: skips when the radial is active. Guards the
  narrow edge case where the finger lifts on the exact same frame
  as the 0.5 s long-press threshold fires; prevents a spurious
  double-tap move from racing with the radial confirm.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-11 13:23:24 -07:00

9.2 KiB
Raw Blame History

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. 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).
  • 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.
  • 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. 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. Closed 2026-05-10. spawn_action_button now nulls the hotkey argument 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-modal Esc hint, 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. Closed 2026-05-10. Action button Node carries min_width: Val::Px(48.0), min_height: Val::Px(48.0) — meets Material's 48 dp baseline on touch and is a no-op for buttons whose content already exceeds 48 px in either axis. Applied universally rather than cfg-gated since Material's guideline applies to all input modes. Cards, pile markers, modal close buttons not yet audited — track as P3 if they fall below threshold on hardware.
  • Portrait-first card spacing. Closed 2026-05-11. compute_layout now derives an adaptive tableau_fan_frac from the available vertical space below the tableau row. On height-limited (desktop) windows the formula returns ≈ 0.25 and the clamp keeps the existing behaviour. On width-limited (portrait phone) windows — where card size is constrained by the 9-column horizontal packing — the fan fraction expands to fill the viewport (≈ 0.84 at 360 × 800 dp). tableau_facedown_fan_frac scales proportionally. Both values live in the Layout struct; card_plugin::card_positions and input_plugin::card_position / pile_drop_rect read from the struct so rendering and hit-testing stay in sync across viewport sizes.
  • Double-tap auto-move visible feedback. Closed 2026-05-11. On a recognised double-tap (priority 1 single-card or priority 2 stack move), the moved card(s) receive a 0.35 s lime flash (STATE_SUCCESS tint + HintHighlight { remaining: 0.35 }) before the move request is written. The flash persists through the card animation and is cleaned up by the existing tick_hint_highlight system. Hardware trigger-verification remains a manual step — connect AVD or device and confirm two rapid TouchPhase::Ended events within 0.5 s produce the lime flash.

P2 — Polish

  • Drag responsiveness on touch. Closed 2026-05-11. Two code-side improvements shipped; final feel confirmation still needs hardware:
    1. start_drag (mouse path) now bails out when a touch is just-pressed (Touches::iter_just_pressed()), ensuring touch_start_drag always owns the drag state on touch-screen devices — including Bevy/Winit versions that simulate MouseButton::Left from the primary touch.
    2. Mobile drag commit threshold lowered 10 px → 8 px, matching Android's ViewConfiguration.getScaledTouchSlop() spec. Smaller threshold → smaller snap-on-commit and faster perceived response. Remaining: connect AVD or device and verify drag feels responsive with no stutter; tune threshold further if needed.
  • Long-press menu. Closed 2026-05-11. New system radial_open_on_long_press in radial_menu.rs counts up while a touch is held (drag.active_touch_id.is_some() && !drag.committed) and opens RightClickRadialState::Active after 0.5 s — the same state the right-click path uses. Existing radial infrastructure then handles everything:
    • radial_track_cursor extended to fall back to the first active touch when no cursor position is available, so sliding the held finger moves the hover ring.
    • radial_handle_release_or_cancel extended to confirm/cancel on Touches::iter_just_released() in addition to right-mouse release.
    • handle_double_tap skips when the radial is active (guards a narrow edge case where the finger lifts at exactly the same frame the 0.5 s threshold fires). Hardware verification needed: confirm the 0.5 s hold feel, verify sliding to a destination and lifting confirms the move.
  • 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.