Files
Ferrous-Solitaire/solitaire_engine/src/layout.rs
T
funman300 b1731fe68a fix(android): visual polish — green fallback, A-markers, wider fan, compact HUD
- camera clear colour → TABLE_COLOUR green so the background reads as
  felt even before bg_0.png finishes loading (async on Android)
- foundation empty markers now show "A" child text (same pattern as the
  "K" on tableau markers) — no suit letter since any Ace claims any slot
- HUD_BAND_HEIGHT = 128 on Android to accommodate the two-row button
  wrap on narrow phones; card grid reserves this space so buttons no
  longer overlap the top card row
- TABLEAU_FACEDOWN_FAN_FRAC 0.12 → 0.20 (layout.rs + card_plugin.rs):
  face-down stacks show ~67% more back strip per card on fresh deal,
  bringing the deepest column from ~27% to ~40% of available screen height
- update_tableau_fan_frac: return early when max face-up depth ≤ 1
  instead of overwriting the layout-computed adaptive value with the
  desktop minimum (0.25); fixes a regression where the portrait-phone
  adaptive fan_frac was silently snapped to 0.25 on every new deal
- update_tableau_fan_frac: also propagate facedown_fan_frac updates in
  the mid-game path (previously computed but immediately discarded)
- Android HUD buttons: compact Unicode icon labels (≡ ↩ ? ⏸ ⚙▾ +) with
  tighter padding (4 dp) and min-size (44 dp), max-width 90% — all 7
  buttons fit in a single 44 dp row on a 411 dp phone

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-11 21:36:07 -07:00

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//! Pure layout calculation — maps a window size to card size and pile positions.
//!
//! Bevy 2D uses a center-origin coordinate system: `(0, 0)` is the window
//! center, `+y` is up, `+x` is right.
use std::collections::HashMap;
use bevy::math::Vec2;
use bevy::prelude::{Resource, SystemSet};
use solitaire_core::pile::PileType;
/// Schedule labels for layout-related systems so cross-plugin ordering is
/// explicit instead of relying on Bevy's automatic resource-conflict ordering
/// (which only forces non-parallel execution, not a particular order).
#[derive(SystemSet, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum LayoutSystem {
/// The system that updates [`LayoutResource`], the table background, and
/// pile markers in response to a `WindowResized` event. Card-snap systems
/// (in `card_plugin`) run `.after(LayoutSystem::UpdateOnResize)` so they
/// see the fresh layout.
UpdateOnResize,
}
/// Minimum window dimensions used as a layout floor.
///
/// `compute_layout` runs `window.max(MIN_WINDOW)` so a window smaller than this
/// on either axis is laid out as if it were at least this size. The floor
/// exists to guard against degenerate / divide-by-zero layouts on very small
/// surfaces (Bevy can briefly report 0-size windows during startup or after
/// minimisation on some compositors); it is not a "minimum supported playable
/// size" — desktop builds enforce that via `WindowResizeConstraints` set in
/// `solitaire_app::lib`.
///
/// The previous floor of 800×600 was set with desktop in mind and produced
/// the wrong behaviour on Android: a 360 dp phone got laid out as if it were
/// 800-wide, pushing the leftmost foundation past `-180` and the rightmost
/// tableau pile past `+180`, which clipped both at the visible viewport
/// edges (visible in the v0.22.3 hardware screenshot). 320×400 is below the
/// smallest reasonable phone (≈ 360×640) so every real device flows through
/// without clamping, while still being large enough that the layout math
/// produces non-degenerate card sizes.
pub const MIN_WINDOW: Vec2 = Vec2::new(320.0, 400.0);
/// Aspect ratio (height / width) of a standard playing card.
///
/// Matches the bundled hayeah/playing-cards-assets SVG dimensions
/// (167.087 × 242.667 → 1.4523). Pre-v0.11 the constant was 1.4,
/// which rendered the cards ~3.6 % squashed vertically.
const CARD_ASPECT: f32 = 1.4523;
/// Fraction of card height used as vertical padding between the top row and
/// the tableau row.
const VERTICAL_GAP_FRAC: f32 = 0.2;
/// Minimum fraction of card height used as vertical offset between face-up
/// tableau cards. Used for the height-based sizing candidate (worst-case
/// column must fit at this fraction). On desktop (height-limited) windows the
/// adaptive computation returns this value exactly; on portrait phones it
/// expands to fill available vertical space.
const TABLEAU_FAN_FRAC: f32 = 0.25;
/// Minimum fraction for face-down tableau cards. Scales proportionally with
/// the adaptive face-up fraction so hit-testing and rendering stay in sync.
///
/// Raised from 0.12 to 0.20 so face-down stacks on portrait phones show
/// enough of each card back to read as a meaningful stack rather than a
/// thin sliver. The ratio to TABLEAU_FAN_FRAC (0.80) is preserved by
/// the adaptive scaling in `compute_layout`.
const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.20;
/// Largest possible face-up tableau column in Klondike: a King down to an Ace
/// after every face-down card has flipped on column 7. Layout sizing must keep
/// this column inside the visible window.
const MAX_TABLEAU_CARDS: f32 = 13.0;
/// Vertical pixel band reserved at the top of the play area for the HUD
/// (action buttons, Score / Moves / Timer readouts). The card grid starts
/// below this band so the HUD doesn't bleed into the play surface.
///
/// Desktop: 64 px fits the single-row action bar plus the Score/Moves line.
/// Android: 128 px accommodates the two-row button wrap on narrow phones
/// (7 buttons × ~52 dp each, with a 65% max-width constraint, wraps to two
/// ~48 dp rows plus row-gap). Without this larger reserve the bottom row of
/// buttons overlaps the top card row.
#[cfg(not(target_os = "android"))]
pub const HUD_BAND_HEIGHT: f32 = 64.0;
#[cfg(target_os = "android")]
pub const HUD_BAND_HEIGHT: f32 = 128.0;
/// Table background colour (dark green felt).
pub const TABLE_COLOUR: [f32; 3] = [0.059, 0.322, 0.196];
/// Computed board layout for a given window size.
#[derive(Debug, Clone)]
pub struct Layout {
/// Width and height of a single card, in world units (Bevy 2D world-space).
///
/// `x` is the card width; `y` is the card height (`x * CARD_ASPECT`).
/// All pile positions and fan offsets are derived from this value.
pub card_size: Vec2,
/// Centre position of each pile, in 2D world coordinates.
///
/// World origin `(0, 0)` is the window centre; `+x` is right, `+y` is up.
/// Every `PileType` (Stock, Waste, four Foundations, seven Tableaux) has an
/// entry. The map always contains exactly 13 entries after `compute_layout`.
pub pile_positions: HashMap<PileType, Vec2>,
/// Per-step vertical offset fraction for face-up tableau cards, as a
/// fraction of `card_size.y`. On height-limited (desktop) windows this
/// equals `TABLEAU_FAN_FRAC` (0.25); on width-limited (portrait phone)
/// windows it expands to fill the available vertical space so the tableau
/// stretches to the bottom of the screen. Card rendering (`card_plugin`)
/// and hit testing (`input_plugin`) both read from this field so they
/// stay in sync.
pub tableau_fan_frac: f32,
/// Per-step vertical offset fraction for face-down tableau cards, as a
/// fraction of `card_size.y`. Scales proportionally with `tableau_fan_frac`
/// (ratio preserved from `TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC`).
pub tableau_facedown_fan_frac: f32,
/// Vertical pixel budget available for tableau fan steps — the distance
/// from the top edge of the first tableau card to the bottom margin, in
/// logical pixels. Used by `card_plugin::update_tableau_fan_frac` to
/// recompute `tableau_fan_frac` dynamically based on the actual max
/// face-up column depth after each game state change.
pub available_tableau_height: f32,
}
/// Compute the board layout from a window size and safe-area insets.
///
/// `safe_area_top` and `safe_area_bottom` are the **logical-pixel** heights of
/// the OS-reserved regions at the top and bottom of the screen (status bar and
/// gesture / navigation bar on Android). Pass `0.0` on desktop or when the
/// inset is unknown. Android's `WindowInsets` API returns **physical** pixels;
/// callers must divide by `window.scale_factor()` before passing values here.
///
/// # Geometry
/// - `card_width` is the smaller of:
/// - `window.x / 9.0` — seven tableau columns with eight gaps (two outer
/// margins + six inner). This is the limiter on landscape windows.
/// - the height-based candidate that keeps a worst-case fanned tableau
/// column (13 face-up cards, see [`MAX_TABLEAU_CARDS`]) inside the
/// window with a bottom margin equal to `h_gap`. Limiter on tall/narrow
/// windows.
/// - `card_height = card_width * CARD_ASPECT` (1.4523, matches the
/// bundled hayeah card art's natural SVG dimensions).
/// - Horizontal gap `h_gap = card_width / 4.0`.
/// - Top row (stock, waste, 4 foundations) aligns with tableau columns
/// 0, 1, 3, 4, 5, 6 — column 2 is intentionally empty to separate the
/// waste/stock cluster from the foundations.
pub fn compute_layout(window: Vec2, safe_area_top: f32, safe_area_bottom: f32) -> Layout {
let window = window.max(MIN_WINDOW);
// Width-based candidate (existing behaviour): 7 cards + 8 h_gaps = 9*card_width.
let card_width_width_based = window.x / 9.0;
// Height-based candidate. The vertical budget below the top row must hold
// a worst-case fanned tableau column plus a bottom margin equal to h_gap.
//
// Letting w = card_width and h = w * CARD_ASPECT, the vertical layout is:
// top edge of window = +window.y / 2
// top of top-row card = window.y/2 - HUD_BAND_HEIGHT - h_gap (HUD reserve + h_gap top margin)
// centre of top-row card = window.y/2 - HUD_BAND_HEIGHT - h_gap - h/2
// centre of tableau card = top centre - h - vertical_gap (vertical_gap = VERTICAL_GAP_FRAC * h)
// bottom of last fanned = tableau_centre + h/2 - fan_factor * h
// where fan_factor = 1 + (MAX_TABLEAU_CARDS - 1) * TABLEAU_FAN_FRAC
// bottom of window = -window.y / 2; require bottom-of-fanned >= -window.y/2 + h_gap
//
// Substituting h_gap = w/4 and h = CARD_ASPECT * w and solving for the
// largest w that fits gives:
// (window.y - HUD_BAND_HEIGHT) = w * (0.5 + (1 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT)
let fan_factor = 1.0 + (MAX_TABLEAU_CARDS - 1.0) * TABLEAU_FAN_FRAC;
let height_denom = 0.5 + (1.0 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT;
let card_width_height_based = (window.y - safe_area_top - safe_area_bottom - HUD_BAND_HEIGHT).max(0.0) / height_denom;
let card_width = card_width_width_based.min(card_width_height_based);
let card_height = card_width * CARD_ASPECT;
let card_size = Vec2::new(card_width, card_height);
let h_gap = card_width / 4.0;
// Total occupied width = 7*card_width + 8*h_gap = 9*card_width. When card
// sizing is height-limited (tall/narrow windows), this is smaller than
// window.x, so the grid is centred horizontally; otherwise side_margin
// collapses to h_gap and the geometry matches the original width-based
// layout exactly.
let total_grid_width = 9.0 * card_width;
let side_margin = (window.x - total_grid_width) / 2.0 + h_gap;
let left_edge = -window.x / 2.0;
let col_x = |col: usize| -> f32 {
left_edge + side_margin + card_width / 2.0 + (col as f32) * (card_width + h_gap)
};
let vertical_gap = card_height * VERTICAL_GAP_FRAC;
let top_y = window.y / 2.0 - safe_area_top - HUD_BAND_HEIGHT - h_gap - card_height / 2.0;
let tableau_y = top_y - card_height - vertical_gap;
let mut pile_positions: HashMap<PileType, Vec2> = HashMap::with_capacity(13);
pile_positions.insert(PileType::Stock, Vec2::new(col_x(0), top_y));
pile_positions.insert(PileType::Waste, Vec2::new(col_x(1), top_y));
// Column 2 is skipped — visual separation between waste and foundations.
for slot in 0..4_u8 {
pile_positions.insert(
PileType::Foundation(slot),
Vec2::new(col_x(3 + slot as usize), top_y),
);
}
for i in 0..7 {
pile_positions.insert(PileType::Tableau(i), Vec2::new(col_x(i), tableau_y));
}
// Adaptive tableau fan fraction. On height-limited (desktop) windows the
// height-based sizing already ensures a worst-case 13-card column fits at
// TABLEAU_FAN_FRAC (0.25), so the formula returns ≈0.25 and the clamp
// keeps it there — no change from prior behaviour. On width-limited
// (portrait phone) windows card_size is small and lots of vertical space
// is unused; we solve for the fraction that exactly fills the available
// space to the bottom margin.
//
// avail = distance from the top of the first tableau card to the bottom
// margin — i.e. the space available for 12 fan steps.
let avail = (tableau_y - (-window.y / 2.0 + safe_area_bottom + h_gap) - card_height / 2.0).max(0.0);
let ideal_fan_frac = if card_height > 0.0 {
avail / ((MAX_TABLEAU_CARDS - 1.0) * card_height)
} else {
TABLEAU_FAN_FRAC
};
// Never go below the desktop minimum — avoids shrinking the fan on
// degenerate near-square windows where the formula might undershoot.
let tableau_fan_frac = ideal_fan_frac.max(TABLEAU_FAN_FRAC);
// Scale the face-down fraction proportionally so rendering and hit-testing
// stay in sync (TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC = 0.48 ratio).
let facedown_scale = TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC;
let tableau_facedown_fan_frac = tableau_fan_frac * facedown_scale;
Layout {
card_size,
pile_positions,
tableau_fan_frac,
tableau_facedown_fan_frac,
available_tableau_height: avail,
}
}
/// Bevy resource wrapping the current `Layout`. Recomputed on `WindowResized`.
#[derive(Resource, Debug, Clone)]
pub struct LayoutResource(pub Layout);
#[cfg(test)]
mod tests {
use super::*;
fn assert_all_piles_present(layout: &Layout) {
assert!(layout.pile_positions.contains_key(&PileType::Stock));
assert!(layout.pile_positions.contains_key(&PileType::Waste));
for slot in 0..4_u8 {
assert!(
layout.pile_positions.contains_key(&PileType::Foundation(slot)),
"missing foundation slot {slot}",
);
}
for i in 0..7 {
assert!(
layout.pile_positions.contains_key(&PileType::Tableau(i)),
"missing tableau {i}"
);
}
assert_eq!(layout.pile_positions.len(), 13);
}
#[test]
fn layout_has_all_thirteen_piles() {
assert_all_piles_present(&compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0));
assert_all_piles_present(&compute_layout(Vec2::new(800.0, 600.0), 0.0, 0.0));
assert_all_piles_present(&compute_layout(Vec2::new(1920.0, 1080.0), 0.0, 0.0));
}
#[test]
fn card_size_scales_with_window_width() {
let small = compute_layout(Vec2::new(800.0, 600.0), 0.0, 0.0);
let large = compute_layout(Vec2::new(1920.0, 1080.0), 0.0, 0.0);
assert!(large.card_size.x > small.card_size.x);
assert!(
(large.card_size.y / large.card_size.x - CARD_ASPECT).abs() < 1e-5,
"card aspect ratio should be preserved",
);
}
#[test]
fn layout_below_minimum_clamps_to_minimum() {
// 200×200 sits below the floor on both axes, so the clamp pulls each
// axis up to MIN_WINDOW and the layout matches compute_layout(MIN_WINDOW, 0.0, 0.0).
let below = compute_layout(Vec2::new(200.0, 200.0), 0.0, 0.0);
let at_min = compute_layout(MIN_WINDOW, 0.0, 0.0);
assert_eq!(below.card_size, at_min.card_size);
}
/// Regression for the v0.22.3 Android viewport-overflow bug. A typical
/// portrait-phone viewport (360 dp × 800 dp) must produce a layout
/// where every pile fits horizontally — i.e. card_width is derived
/// from the actual window, not a clamped-up desktop floor.
#[test]
fn phone_portrait_layout_fits_horizontally() {
let window = Vec2::new(360.0, 800.0);
let layout = compute_layout(window, 0.0, 0.0);
let half_w = window.x / 2.0;
let half_card = layout.card_size.x / 2.0;
for (pile, pos) in &layout.pile_positions {
assert!(
pos.x - half_card >= -half_w - 1e-3,
"{:?} overflows left at portrait phone window {:?}",
pile,
window
);
assert!(
pos.x + half_card <= half_w + 1e-3,
"{:?} overflows right at portrait phone window {:?}",
pile,
window
);
}
}
#[test]
fn tableau_columns_are_sorted_left_to_right() {
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
for i in 0..6 {
let lhs = layout.pile_positions[&PileType::Tableau(i)].x;
let rhs = layout.pile_positions[&PileType::Tableau(i + 1)].x;
assert!(lhs < rhs, "tableau {i} should be left of tableau {}", i + 1);
}
}
#[test]
fn top_row_is_above_tableau_row() {
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
let stock_y = layout.pile_positions[&PileType::Stock].y;
let tableau_y = layout.pile_positions[&PileType::Tableau(0)].y;
assert!(stock_y > tableau_y);
}
/// HUD band reservation: the top edge of every top-row card must sit
/// at least `HUD_BAND_HEIGHT` pixels below the top of the window so
/// the action button bar / score readout has its own visual band
/// instead of bleeding into the play surface.
#[test]
fn top_row_clears_hud_band() {
let window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(window, 0.0, 0.0);
let stock_y = layout.pile_positions[&PileType::Stock].y;
let card_top = stock_y + layout.card_size.y / 2.0;
let band_bottom = window.y / 2.0 - HUD_BAND_HEIGHT;
assert!(
card_top <= band_bottom,
"top of stock card ({card_top}) must sit below the HUD band ({band_bottom})",
);
}
#[test]
fn stock_aligns_with_tableau_col_0_and_waste_with_col_1() {
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
let stock_x = layout.pile_positions[&PileType::Stock].x;
let waste_x = layout.pile_positions[&PileType::Waste].x;
let t0_x = layout.pile_positions[&PileType::Tableau(0)].x;
let t1_x = layout.pile_positions[&PileType::Tableau(1)].x;
assert!((stock_x - t0_x).abs() < 1e-5);
assert!((waste_x - t1_x).abs() < 1e-5);
}
#[test]
fn foundations_align_with_tableau_cols_3_to_6() {
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
for slot in 0..4_u8 {
let f_x = layout.pile_positions[&PileType::Foundation(slot)].x;
let t_x = layout.pile_positions[&PileType::Tableau(3 + slot as usize)].x;
assert!(
(f_x - t_x).abs() < 1e-5,
"foundation slot {slot} should align with tableau {}",
3 + slot as usize,
);
}
}
#[test]
fn short_wide_window_constrains_card_width_via_height() {
// Short wide window: vertical budget is the bottleneck, so card_width
// must be strictly smaller than the naive window.x / 9 candidate to
// keep a worst-case 13-card column inside the window. (Most desktop
// monitors fall into this regime — e.g. 1280x800, 1920x1080.)
let window = Vec2::new(2560.0, 1080.0);
let layout = compute_layout(window, 0.0, 0.0);
let width_based = window.x / 9.0;
assert!(
layout.card_size.x < width_based,
"expected height to be the limiter (card_width {} should be < width-based candidate {})",
layout.card_size.x,
width_based
);
}
#[test]
fn tall_narrow_window_keeps_width_based_sizing() {
// Tall narrow window: there's plenty of vertical budget, so width is
// the bottleneck and card_width matches the legacy window.x / 9
// derivation exactly.
let window = Vec2::new(900.0, 1600.0);
let layout = compute_layout(window, 0.0, 0.0);
let width_based = window.x / 9.0;
assert!(
(layout.card_size.x - width_based).abs() < 1e-3,
"expected width-based sizing (card_width {} should equal {})",
layout.card_size.x,
width_based
);
}
#[test]
fn worst_case_tableau_fits_vertically_on_default_resolution() {
// Default app resolution (see solitaire_app/src/main.rs).
let window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(window, 0.0, 0.0);
let tableau_y = layout.pile_positions[&PileType::Tableau(6)].y;
let card_h = layout.card_size.y;
// Bottom edge of the 13th fanned face-up card.
let bottom_edge = tableau_y - 12.0 * card_h * TABLEAU_FAN_FRAC - card_h / 2.0;
// Bottom of the visible window with the same h_gap-sized margin used at
// the top.
let h_gap = layout.card_size.x / 4.0;
let window_bottom_with_margin = -window.y / 2.0 + h_gap;
assert!(
bottom_edge >= window_bottom_with_margin - 1e-3,
"worst-case tableau bottom {bottom_edge} overflows window margin {window_bottom_with_margin}"
);
}
#[test]
fn worst_case_tableau_fits_vertically_on_full_hd() {
// The bug originally reproduced at 1920x1080. Lock in a regression test.
let window = Vec2::new(1920.0, 1080.0);
let layout = compute_layout(window, 0.0, 0.0);
let tableau_y = layout.pile_positions[&PileType::Tableau(6)].y;
let card_h = layout.card_size.y;
let bottom_edge = tableau_y - 12.0 * card_h * TABLEAU_FAN_FRAC - card_h / 2.0;
let h_gap = layout.card_size.x / 4.0;
let window_bottom_with_margin = -window.y / 2.0 + h_gap;
assert!(
bottom_edge >= window_bottom_with_margin - 1e-3,
"worst-case tableau bottom {bottom_edge} overflows window margin {window_bottom_with_margin}"
);
}
/// Portrait phone (width-limited) should expand the fan fraction beyond
/// the desktop minimum so the tableau fills the available vertical space.
#[test]
fn portrait_phone_expands_tableau_fan_frac() {
let desktop = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
let phone = compute_layout(Vec2::new(360.0, 800.0), 0.0, 0.0);
assert!(
phone.tableau_fan_frac > desktop.tableau_fan_frac,
"portrait phone fan_frac ({:.3}) should exceed desktop ({:.3})",
phone.tableau_fan_frac,
desktop.tableau_fan_frac,
);
}
/// The expanded fan on a portrait phone must not overflow the visible
/// window — the worst-case 13-card column must stay above the bottom margin.
#[test]
fn expanded_fan_fits_phone_viewport() {
let window = Vec2::new(360.0, 800.0);
let layout = compute_layout(window, 0.0, 0.0);
let tableau_y = layout.pile_positions[&PileType::Tableau(0)].y;
let card_h = layout.card_size.y;
let h_gap = layout.card_size.x / 4.0;
// Bottom of the 13th (worst-case) fanned face-up card.
let bottom = tableau_y - 12.0 * layout.tableau_fan_frac * card_h - card_h / 2.0;
let margin = -window.y / 2.0 + h_gap;
assert!(
bottom >= margin - 1e-3,
"worst-case fan overflows phone viewport: bottom={bottom:.1} < margin={margin:.1}",
);
}
/// Desktop (height-limited) must keep the minimum fan fraction so the
/// existing worst-case-fits-vertically invariant is preserved.
#[test]
fn desktop_tableau_fan_frac_is_minimum() {
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0);
assert!(
(layout.tableau_fan_frac - TABLEAU_FAN_FRAC).abs() < 1e-3,
"desktop fan_frac should stay at minimum {TABLEAU_FAN_FRAC}, got {:.4}",
layout.tableau_fan_frac,
);
}
#[test]
fn all_piles_fit_inside_window_horizontally() {
for window in [
Vec2::new(800.0, 600.0),
Vec2::new(1280.0, 800.0),
Vec2::new(1920.0, 1080.0),
] {
let layout = compute_layout(window, 0.0, 0.0);
let half_w = window.x / 2.0;
let half_card = layout.card_size.x / 2.0;
for (pile, pos) in &layout.pile_positions {
assert!(
pos.x - half_card >= -half_w - 1e-3,
"{:?} overflows left at window {:?}",
pile,
window
);
assert!(
pos.x + half_card <= half_w + 1e-3,
"{:?} overflows right at window {:?}",
pile,
window
);
}
}
}
/// A non-zero `safe_area_top` must shift both the top row and the tableau
/// downward by the same amount — so the first card row stays below the
/// status-bar band and the tableau tracks it proportionally.
#[test]
fn safe_area_top_shifts_top_row_downward() {
let window = Vec2::new(360.0, 800.0);
let without = compute_layout(window, 0.0, 0.0);
let with_inset = compute_layout(window, 32.0, 0.0);
let stock_no_inset = without.pile_positions[&PileType::Stock].y;
let stock_with_inset = with_inset.pile_positions[&PileType::Stock].y;
assert!(
stock_with_inset < stock_no_inset,
"safe_area_top=32 must shift stock pile down (y decreased): {} → {}",
stock_no_inset,
stock_with_inset,
);
assert!(
(stock_no_inset - stock_with_inset - 32.0).abs() < 1e-3,
"stock pile must shift by exactly safe_area_top (32 dp): delta was {:.3}",
stock_no_inset - stock_with_inset,
);
}
/// With a safe-area inset the card grid must still fit horizontally —
/// safe_area_top only affects the vertical budget.
#[test]
fn safe_area_top_does_not_affect_horizontal_layout() {
let window = Vec2::new(360.0, 800.0);
let without = compute_layout(window, 0.0, 0.0);
let with_inset = compute_layout(window, 32.0, 0.0);
for pile in [
PileType::Stock,
PileType::Waste,
PileType::Tableau(0),
PileType::Tableau(6),
] {
assert!(
(without.pile_positions[&pile].x - with_inset.pile_positions[&pile].x).abs() < 1e-3,
"{pile:?} x-position must not change with safe_area_top",
);
}
}
/// A bottom safe-area inset must shrink the tableau fan so the worst-case
/// column stays above the gesture bar.
#[test]
fn safe_area_bottom_reduces_tableau_fan() {
let window = Vec2::new(360.0, 800.0);
let without = compute_layout(window, 0.0, 0.0);
let with_inset = compute_layout(window, 0.0, 48.0);
assert!(
with_inset.tableau_fan_frac <= without.tableau_fan_frac,
"safe_area_bottom=48 must not increase tableau_fan_frac: {:.4} → {:.4}",
without.tableau_fan_frac,
with_inset.tableau_fan_frac,
);
let card_h = with_inset.card_size.y;
let tableau_y = with_inset.pile_positions[&PileType::Tableau(6)].y;
let bottom_edge = tableau_y - 12.0 * card_h * with_inset.tableau_fan_frac - card_h / 2.0;
let h_gap = with_inset.card_size.x / 4.0;
let margin = -window.y / 2.0 + 48.0 + h_gap;
assert!(
bottom_edge >= margin - 1e-3,
"worst-case tableau bottom {bottom_edge:.2} overflows gesture-bar margin {margin:.2}",
);
}
/// safe_area_bottom must not affect horizontal positions.
#[test]
fn safe_area_bottom_does_not_affect_horizontal_layout() {
let window = Vec2::new(360.0, 800.0);
let without = compute_layout(window, 0.0, 0.0);
let with_inset = compute_layout(window, 0.0, 48.0);
for pile in [PileType::Stock, PileType::Tableau(0), PileType::Tableau(6)] {
assert!(
(without.pile_positions[&pile].x - with_inset.pile_positions[&pile].x).abs() < 1e-3,
"{pile:?} x-position must not change with safe_area_bottom",
);
}
}
}