94a6feb5db
MAX_DYNAMIC_FAN_FRAC 0.6 -> 0.9 so the dynamic tableau fill spreads further on very tall / narrow viewports (e.g. a foldable cover screen), which were left ~40% empty at the cap. Fills the unfolded near-square screen to ~100% and lets the cover screen fill further (and the rest fills as columns deepen during play). Normal phones are unaffected — their fill fraction is already below the cap. apply_dynamic_tableau_fan still floors at TABLEAU_FAN_FRAC and deeper columns drive the fraction down, so nothing overflows and hit-testing stays in sync. Vertical centring of the residual was investigated but dropped: a 21:9 phone is aspect-identical to the cover screen, so centring can't be targeted to foldables without also disconnecting the board from the HUD on tall phones. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
854 lines
37 KiB
Rust
854 lines
37 KiB
Rust
//! Pure layout calculation — maps a window size to card size and pile positions.
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//!
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//! Bevy 2D uses a center-origin coordinate system: `(0, 0)` is the window
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//! center, `+y` is up, `+x` is right.
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use std::collections::HashMap;
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use bevy::math::Vec2;
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use bevy::prelude::{Resource, SystemSet};
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use solitaire_core::game_state::GameState;
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use solitaire_core::{Foundation, KlondikePile, Tableau};
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/// Schedule labels for layout-related systems so cross-plugin ordering is
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/// explicit instead of relying on Bevy's automatic resource-conflict ordering
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/// (which only forces non-parallel execution, not a particular order).
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#[derive(SystemSet, Debug, Clone, Copy, PartialEq, Eq, Hash)]
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pub enum LayoutSystem {
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/// The system that updates [`LayoutResource`], the table background, and
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/// pile markers in response to a `WindowResized` event. Card-snap systems
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/// (in `card_plugin`) run `.after(LayoutSystem::UpdateOnResize)` so they
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/// see the fresh layout.
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UpdateOnResize,
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}
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/// Minimum window dimensions used as a layout floor.
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///
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/// `compute_layout` runs `window.max(MIN_WINDOW)` so a window smaller than this
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/// on either axis is laid out as if it were at least this size. The floor
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/// exists to guard against degenerate / divide-by-zero layouts on very small
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/// surfaces (Bevy can briefly report 0-size windows during startup or after
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/// minimisation on some compositors); it is not a "minimum supported playable
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/// size" — desktop builds enforce that via `WindowResizeConstraints` set in
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/// `solitaire_app::lib`.
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///
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/// The previous floor of 800×600 was set with desktop in mind and produced
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/// the wrong behaviour on Android: a 360 dp phone got laid out as if it were
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/// 800-wide, pushing the leftmost foundation past `-180` and the rightmost
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/// tableau pile past `+180`, which clipped both at the visible viewport
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/// edges (visible in the v0.22.3 hardware screenshot). 320×400 is below the
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/// smallest reasonable phone (≈ 360×640) so every real device flows through
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/// without clamping, while still being large enough that the layout math
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/// produces non-degenerate card sizes.
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pub const MIN_WINDOW: Vec2 = Vec2::new(320.0, 400.0);
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/// Aspect ratio (height / width) of a standard playing card.
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///
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/// Matches the bundled hayeah/playing-cards-assets SVG dimensions
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/// (167.087 × 242.667 → 1.4523). Pre-v0.11 the constant was 1.4,
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/// which rendered the cards ~3.6 % squashed vertically.
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const CARD_ASPECT: f32 = 1.4523;
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/// Divisor used to derive the horizontal gap between columns from the card
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/// width: `h_gap = card_width / H_GAP_DIVISOR`.
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///
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/// This constant also drives `card_width_width_based`:
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/// total layout width = 7*card_width + 8*h_gap = card_width*(7 + 8/H_GAP_DIVISOR)
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/// → card_width = window.x / (7 + 8/H_GAP_DIVISOR)
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///
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/// Desktop (H_GAP_DIVISOR = 4): card_width = window.x / 9 — existing behaviour.
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/// Android (H_GAP_DIVISOR = 32): card_width = window.x / 7.25 — cards are ~10 %
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/// wider than at divisor 8, with very tight gaps (~4 px) that are still visible
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/// as a faint seam between columns. The primary readability boost on Android
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/// comes from the `AndroidCornerLabel` overlay in `card_plugin`, but maximising
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/// the physical card size helps too.
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#[cfg(not(target_os = "android"))]
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const H_GAP_DIVISOR: f32 = 4.0;
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#[cfg(target_os = "android")]
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const H_GAP_DIVISOR: f32 = 32.0;
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/// Fraction of card height used as vertical padding between the top row and
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/// the tableau row.
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const VERTICAL_GAP_FRAC: f32 = 0.2;
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/// Minimum fraction of card height used as vertical offset between face-up
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/// tableau cards. Used for the height-based sizing candidate (worst-case
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/// column must fit at this fraction). On desktop (height-limited) windows the
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/// adaptive computation returns this value exactly; on portrait phones it
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/// expands to fill available vertical space.
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pub const TABLEAU_FAN_FRAC: f32 = 0.18;
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/// Minimum fraction for face-down tableau cards. Scales proportionally with
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/// the adaptive face-up fraction so hit-testing and rendering stay in sync.
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///
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/// Raised from 0.12 to 0.20 so face-down stacks on portrait phones show
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/// enough of each card back to read as a meaningful stack rather than a
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/// thin sliver. The ratio to TABLEAU_FAN_FRAC (0.80) is preserved by
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/// the adaptive scaling in `compute_layout`.
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const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.14;
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/// Largest possible face-up tableau column in Klondike: a King down to an Ace
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/// after every face-down card has flipped on column 7. Layout sizing must keep
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/// this column inside the visible window.
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const MAX_TABLEAU_CARDS: f32 = 13.0;
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/// Upper bound for the dynamic tableau fan step (fraction of card height) chosen
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/// by [`apply_dynamic_tableau_fan`]. The fan is spread to fill the available
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/// height, but a near-empty column has tiny demand, so without a cap its few
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/// cards would fling far apart on a tall viewport. At 0.6 the face-up cards keep
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/// clear overlap (a readable stack) while still filling most of a near-square /
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/// unfolded-foldable screen. Tunable purely for feel — no effect on correctness
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/// or hit-testing.
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pub(crate) const MAX_DYNAMIC_FAN_FRAC: f32 = 0.9;
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/// Vertical pixel band reserved at the top of the play area for the HUD
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/// (action buttons, Score / Moves / Timer readouts). The card grid starts
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/// below this band so the HUD doesn't bleed into the play surface.
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///
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/// Desktop: 64 px fits the score/moves/time + mode badge rows.
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/// Android: 112 px — the HUD column has 4 flex tiers with 3 inter-tier
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/// gaps (4 px each) plus a SPACE_2 = 8 px top offset. With empty tiers
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/// still contributing gap height in Bevy's flex layout, the actual HUD
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/// height can reach ~80 px before the grid starts; 112 px gives ~28 px
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/// of clearance between the HUD bottom and the top card edge, preventing
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/// the overlap seen with the previous 80 px value.
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#[cfg(not(target_os = "android"))]
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pub const HUD_BAND_HEIGHT: f32 = 64.0;
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#[cfg(target_os = "android")]
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pub const HUD_BAND_HEIGHT: f32 = 112.0;
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/// Height of the bottom action-bar (the row of ≡ ← || ? ! M + buttons).
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///
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/// The action bar sits *above* the OS gesture/navigation zone, so it is NOT
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/// covered by `safe_area_bottom`. `compute_layout` adds this constant to
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/// `safe_area_bottom` before computing the height-based card-size candidate
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/// and the available tableau height, ensuring the deepest fanned column
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/// never scrolls behind the button row.
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///
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/// Derivation (Android): `min_height 44 px` buttons
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/// + `padding.top 8 px` + `padding.bottom 8 px` outer bar padding = **60 px**.
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///
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/// Desktop: no persistent bottom bar, so 0.
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#[cfg(not(target_os = "android"))]
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const BOTTOM_BAR_HEIGHT: f32 = 0.0;
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#[cfg(target_os = "android")]
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const BOTTOM_BAR_HEIGHT: f32 = 60.0;
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/// Table background colour (dark green felt).
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pub const TABLE_COLOUR: [f32; 3] = [0.059, 0.322, 0.196];
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/// Computed board layout for a given window size.
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#[derive(Debug, Clone)]
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pub struct Layout {
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/// Width and height of a single card, in world units (Bevy 2D world-space).
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///
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/// `x` is the card width; `y` is the card height (`x * CARD_ASPECT`).
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/// All pile positions and fan offsets are derived from this value.
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pub card_size: Vec2,
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/// Centre position of each pile, in 2D world coordinates.
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///
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/// World origin `(0, 0)` is the window centre; `+x` is right, `+y` is up.
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/// Every `KlondikePile` (Stock, Waste, four Foundations, seven Tableaux) has an
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/// entry. The map always contains exactly 13 entries after `compute_layout`.
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pub pile_positions: HashMap<KlondikePile, Vec2>,
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/// Per-step vertical offset fraction for face-up tableau cards, as a
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/// fraction of `card_size.y`. On height-limited (desktop) windows this
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/// equals `TABLEAU_FAN_FRAC` (0.18); on width-limited (portrait phone)
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/// windows it expands to fill the available vertical space so the tableau
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/// stretches to the bottom of the screen. Card rendering (`card_plugin`)
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/// and hit testing (`input_plugin`) both read from this field so they
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/// stay in sync.
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pub tableau_fan_frac: f32,
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/// Per-step vertical offset fraction for face-down tableau cards, as a
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/// fraction of `card_size.y`. Scales proportionally with `tableau_fan_frac`
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/// (ratio preserved from `TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC`).
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pub tableau_facedown_fan_frac: f32,
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/// Vertical pixel budget available for tableau fan steps — the distance
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/// from the top edge of the first tableau card to the bottom margin, in
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/// logical pixels. Used by `card_plugin::update_tableau_fan_frac` to
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/// recompute `tableau_fan_frac` dynamically based on the actual max
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/// face-up column depth after each game state change.
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pub available_tableau_height: f32,
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}
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/// Compute the board layout from a window size and safe-area insets.
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///
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/// `safe_area_top` and `safe_area_bottom` are the **logical-pixel** heights of
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/// the OS-reserved regions at the top and bottom of the screen (status bar and
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/// gesture / navigation bar on Android). Pass `0.0` on desktop or when the
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/// inset is unknown. Android's `WindowInsets` API returns **physical** pixels;
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/// callers must divide by `window.scale_factor()` before passing values here.
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///
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/// # Geometry
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/// - `card_width` is the smaller of:
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/// - `window.x / 9.0` — seven tableau columns with eight gaps (two outer
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/// margins + six inner). This is the limiter on landscape windows.
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/// - the height-based candidate that keeps a worst-case fanned tableau
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/// column (13 face-up cards, see [`MAX_TABLEAU_CARDS`]) inside the
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/// window with a bottom margin equal to `h_gap`. Limiter on tall/narrow
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/// windows.
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/// - `card_height = card_width * CARD_ASPECT` (1.4523, matches the
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/// bundled hayeah card art's natural SVG dimensions).
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/// - Horizontal gap `h_gap = card_width / 4.0`.
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/// - Top row (stock, waste, 4 foundations) aligns with tableau columns
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/// 0, 1, 3, 4, 5, 6 — column 2 is intentionally empty to separate the
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/// waste/stock cluster from the foundations.
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pub fn compute_layout(
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window: Vec2,
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safe_area_top: f32,
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safe_area_bottom: f32,
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hud_visible: bool,
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) -> Layout {
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let window = window.max(MIN_WINDOW);
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let band_h = if hud_visible { HUD_BAND_HEIGHT } else { 0.0 };
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// Width-based candidate: 7 cards + 8 h_gaps where h_gap = card_width/H_GAP_DIVISOR.
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// Total = card_width*(7 + 8/H_GAP_DIVISOR) = window.x → card_width = window.x/card_width_divisor.
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let card_width_divisor = 7.0 + 8.0 / H_GAP_DIVISOR;
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let card_width_width_based = window.x / card_width_divisor;
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// Height-based candidate. The vertical budget below the top row must hold
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// a worst-case fanned tableau column plus a bottom margin equal to h_gap.
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//
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// Letting w = card_width and h = w * CARD_ASPECT, the vertical layout is:
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// top edge of window = +window.y / 2
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// top of top-row card = window.y/2 - HUD_BAND_HEIGHT - h_gap (HUD reserve + h_gap top margin)
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// centre of top-row card = window.y/2 - HUD_BAND_HEIGHT - h_gap - h/2
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// centre of tableau card = top centre - h - vertical_gap (vertical_gap = VERTICAL_GAP_FRAC * h)
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// bottom of last fanned = tableau_centre + h/2 - fan_factor * h
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// where fan_factor = 1 + (MAX_TABLEAU_CARDS - 1) * TABLEAU_FAN_FRAC
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// bottom of window = -window.y / 2; require bottom-of-fanned >= -window.y/2 + h_gap
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//
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// Substituting h_gap = w/4 and h = CARD_ASPECT * w and solving for the
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// largest w that fits gives:
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// (window.y - HUD_BAND_HEIGHT) = w * (0.5 + (1 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT)
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// Reserve space for both the OS gesture/nav bar and the app's own action
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// bar, which sits above it and is invisible to safe_area_bottom.
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let effective_safe_bottom = safe_area_bottom + BOTTOM_BAR_HEIGHT;
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let fan_factor = 1.0 + (MAX_TABLEAU_CARDS - 1.0) * TABLEAU_FAN_FRAC;
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let height_denom = 0.5 + (1.0 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT;
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let card_width_height_based =
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(window.y - safe_area_top - effective_safe_bottom - band_h).max(0.0) / height_denom;
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let card_width = card_width_width_based.min(card_width_height_based);
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let card_height = card_width * CARD_ASPECT;
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let card_size = Vec2::new(card_width, card_height);
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let h_gap = card_width / H_GAP_DIVISOR;
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// Total occupied width = 7*card_width + 8*h_gap = card_width_divisor*card_width.
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// When card sizing is height-limited (tall/narrow windows) this is smaller than
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// window.x and the grid is centred horizontally; otherwise side_margin collapses
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// to h_gap and the geometry fills the window exactly.
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let total_grid_width = card_width_divisor * card_width;
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let side_margin = (window.x - total_grid_width) / 2.0 + h_gap;
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let left_edge = -window.x / 2.0;
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let col_x = |col: usize| -> f32 {
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left_edge + side_margin + card_width / 2.0 + (col as f32) * (card_width + h_gap)
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};
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let vertical_gap = card_height * VERTICAL_GAP_FRAC;
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let top_y = window.y / 2.0 - safe_area_top - band_h - h_gap - card_height / 2.0;
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let tableau_y = top_y - card_height - vertical_gap;
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let mut pile_positions: HashMap<KlondikePile, Vec2> = HashMap::with_capacity(13);
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pile_positions.insert(KlondikePile::Stock, Vec2::new(col_x(1), top_y));
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// Column 2 is skipped — visual separation between waste and foundations.
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for slot in 0..4_u8 {
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let foundation = match slot {
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0 => Foundation::Foundation1,
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1 => Foundation::Foundation2,
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2 => Foundation::Foundation3,
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_ => Foundation::Foundation4,
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};
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pile_positions.insert(
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KlondikePile::Foundation(foundation),
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Vec2::new(col_x(3 + slot as usize), top_y),
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);
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}
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for i in 0..7 {
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let tableau = match i {
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0 => Tableau::Tableau1,
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1 => Tableau::Tableau2,
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2 => Tableau::Tableau3,
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3 => Tableau::Tableau4,
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4 => Tableau::Tableau5,
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5 => Tableau::Tableau6,
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_ => Tableau::Tableau7,
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};
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pile_positions.insert(
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KlondikePile::Tableau(tableau),
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Vec2::new(col_x(i), tableau_y),
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);
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}
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// Adaptive tableau fan fraction. On height-limited windows the height-based
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// sizing already ensures a worst-case 13-card column fits at TABLEAU_FAN_FRAC,
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// so the formula returns the minimum and the clamp keeps it there. On
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// width-limited (portrait phone) windows card_size is small and lots of
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// vertical space is unused; solve for the fraction that fills the available
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// space. `apply_dynamic_tableau_fan` later refines this for the actual deal.
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//
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// avail = distance from the top of the first tableau card to the bottom
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// margin — i.e. the space available for 12 fan steps.
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let avail = (tableau_y - (-window.y / 2.0 + effective_safe_bottom + h_gap) - card_height / 2.0)
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.max(0.0);
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let ideal_fan_frac = if card_height > 0.0 {
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avail / ((MAX_TABLEAU_CARDS - 1.0) * card_height)
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} else {
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TABLEAU_FAN_FRAC
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};
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let tableau_fan_frac = ideal_fan_frac.max(TABLEAU_FAN_FRAC);
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let facedown_scale = TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC;
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let tableau_facedown_fan_frac = tableau_fan_frac * facedown_scale;
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let available_tableau_height = avail;
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Layout {
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card_size,
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pile_positions,
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tableau_fan_frac,
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tableau_facedown_fan_frac,
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available_tableau_height,
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}
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}
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/// Spread the tableau fan so the deepest column fills the available vertical
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/// height for the *current* deal, mutating `layout.tableau_fan_frac` and its
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/// face-down companion in place.
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///
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/// `compute_layout` is pure geometry and sizes the fan for a worst-case 13-card
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/// column, so early in a game (shallow columns) a tall or near-square viewport
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/// — e.g. an unfolded foldable — is left with a large empty band below the
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/// tableau. This refines the fan once the actual deal is known.
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///
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/// Depth is measured across *all* cards in a column, each face-down card
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/// weighted by the fixed face-down/face-up step ratio. Counting the face-down
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/// portion (not just the face-up tail) is what fills the lower screen on a fresh
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/// deal, where the deepest column is several face-down cards under one face-up
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/// one. Deeper columns drive the fraction down so everything still fits;
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/// [`TABLEAU_FAN_FRAC`] floors it and [`MAX_DYNAMIC_FAN_FRAC`] caps it.
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///
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/// Called from card-sync at startup and on every `StateChangedEvent`, and from
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/// the resize pipeline after `compute_layout`, so the cold-start deal, ongoing
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/// play, and fold/unfold all stay filled. `card_position` / `card_positions`
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/// read the same fractions, so rendering and hit-testing remain in sync.
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pub(crate) fn apply_dynamic_tableau_fan(game: &GameState, layout: &mut Layout) {
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let card_h = layout.card_size.y;
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let avail = layout.available_tableau_height;
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if card_h <= 0.0 {
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return;
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}
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let facedown_ratio = TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC;
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// "Step demand" of a column: the vertical offset of its bottom card from its
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// top card, in units of the face-up fan step. Every card except the last
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// contributes one step, weighted down to `facedown_ratio` while face-down.
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let max_demand = [
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Tableau::Tableau1,
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Tableau::Tableau2,
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Tableau::Tableau3,
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Tableau::Tableau4,
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Tableau::Tableau5,
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Tableau::Tableau6,
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Tableau::Tableau7,
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]
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.into_iter()
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.map(|tableau| {
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let pile = game.pile(KlondikePile::Tableau(tableau));
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let steps = pile.len().saturating_sub(1);
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pile.iter()
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.take(steps)
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.map(|(_, face_up)| if *face_up { 1.0 } else { facedown_ratio })
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.sum::<f32>()
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})
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.fold(0.0_f32, f32::max);
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// No fannable column (every tableau pile has ≤ 1 card) — leave the fractions
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// at the values compute_layout set.
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||
if max_demand <= 0.0 {
|
||
return;
|
||
}
|
||
|
||
let ideal = avail / (max_demand * card_h);
|
||
let new_frac = ideal.clamp(TABLEAU_FAN_FRAC, MAX_DYNAMIC_FAN_FRAC);
|
||
let new_facedown_frac = new_frac * facedown_ratio;
|
||
|
||
if (layout.tableau_fan_frac - new_frac).abs() > 1e-4 {
|
||
layout.tableau_fan_frac = new_frac;
|
||
}
|
||
if (layout.tableau_facedown_fan_frac - new_facedown_frac).abs() > 1e-4 {
|
||
layout.tableau_facedown_fan_frac = new_facedown_frac;
|
||
}
|
||
}
|
||
|
||
/// 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(&KlondikePile::Stock));
|
||
for foundation in [
|
||
Foundation::Foundation1,
|
||
Foundation::Foundation2,
|
||
Foundation::Foundation3,
|
||
Foundation::Foundation4,
|
||
] {
|
||
assert!(
|
||
layout
|
||
.pile_positions
|
||
.contains_key(&KlondikePile::Foundation(foundation)),
|
||
"missing foundation slot {foundation:?}",
|
||
);
|
||
}
|
||
for tableau in [
|
||
Tableau::Tableau1,
|
||
Tableau::Tableau2,
|
||
Tableau::Tableau3,
|
||
Tableau::Tableau4,
|
||
Tableau::Tableau5,
|
||
Tableau::Tableau6,
|
||
Tableau::Tableau7,
|
||
] {
|
||
assert!(
|
||
layout
|
||
.pile_positions
|
||
.contains_key(&KlondikePile::Tableau(tableau)),
|
||
"missing tableau {tableau:?}"
|
||
);
|
||
}
|
||
assert_eq!(layout.pile_positions.len(), 12);
|
||
}
|
||
|
||
#[test]
|
||
fn layout_has_all_thirteen_piles() {
|
||
assert_all_piles_present(&compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true));
|
||
assert_all_piles_present(&compute_layout(Vec2::new(800.0, 600.0), 0.0, 0.0, true));
|
||
assert_all_piles_present(&compute_layout(Vec2::new(1920.0, 1080.0), 0.0, 0.0, true));
|
||
}
|
||
|
||
#[test]
|
||
fn card_size_scales_with_window_width() {
|
||
let small = compute_layout(Vec2::new(800.0, 600.0), 0.0, 0.0, true);
|
||
let large = compute_layout(Vec2::new(1920.0, 1080.0), 0.0, 0.0, true);
|
||
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, true).
|
||
let below = compute_layout(Vec2::new(200.0, 200.0), 0.0, 0.0, true);
|
||
let at_min = compute_layout(MIN_WINDOW, 0.0, 0.0, true);
|
||
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, true);
|
||
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, true);
|
||
let tableaus = [
|
||
Tableau::Tableau1,
|
||
Tableau::Tableau2,
|
||
Tableau::Tableau3,
|
||
Tableau::Tableau4,
|
||
Tableau::Tableau5,
|
||
Tableau::Tableau6,
|
||
Tableau::Tableau7,
|
||
];
|
||
for i in 0..tableaus.len() - 1 {
|
||
let lhs = layout.pile_positions[&KlondikePile::Tableau(tableaus[i])].x;
|
||
let rhs = layout.pile_positions[&KlondikePile::Tableau(tableaus[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, true);
|
||
let stock_y = layout.pile_positions[&KlondikePile::Stock].y;
|
||
let tableau_y = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)].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, true);
|
||
let stock_y = layout.pile_positions[&KlondikePile::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, true);
|
||
let stock_x = layout.pile_positions[&KlondikePile::Stock].x;
|
||
let t1_x = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau2)].x;
|
||
assert!((stock_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, true);
|
||
let target_tableaus = [
|
||
Tableau::Tableau4,
|
||
Tableau::Tableau5,
|
||
Tableau::Tableau6,
|
||
Tableau::Tableau7,
|
||
];
|
||
for (idx, foundation) in [
|
||
Foundation::Foundation1,
|
||
Foundation::Foundation2,
|
||
Foundation::Foundation3,
|
||
Foundation::Foundation4,
|
||
]
|
||
.iter()
|
||
.enumerate()
|
||
{
|
||
let f_x = layout.pile_positions[&KlondikePile::Foundation(*foundation)].x;
|
||
let t_x = layout.pile_positions[&KlondikePile::Tableau(target_tableaus[idx])].x;
|
||
assert!(
|
||
(f_x - t_x).abs() < 1e-5,
|
||
"foundation slot {idx} should align with tableau {}",
|
||
3 + idx,
|
||
);
|
||
}
|
||
}
|
||
|
||
#[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, true);
|
||
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 window.x / (7 + 8/H_GAP_DIVISOR).
|
||
let window = Vec2::new(900.0, 1600.0);
|
||
let layout = compute_layout(window, 0.0, 0.0, true);
|
||
let width_based = window.x / (7.0 + 8.0 / H_GAP_DIVISOR);
|
||
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, true);
|
||
let tableau_y = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau7)].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, true);
|
||
let tableau_y = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau7)].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, true);
|
||
let phone = compute_layout(Vec2::new(360.0, 800.0), 0.0, 0.0, true);
|
||
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, true);
|
||
let tableau_y = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)].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, true);
|
||
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, true);
|
||
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, true);
|
||
let with_inset = compute_layout(window, 32.0, 0.0, true);
|
||
let stock_no_inset = without.pile_positions[&KlondikePile::Stock].y;
|
||
let stock_with_inset = with_inset.pile_positions[&KlondikePile::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, true);
|
||
let with_inset = compute_layout(window, 32.0, 0.0, true);
|
||
for pile in [
|
||
KlondikePile::Stock,
|
||
KlondikePile::Stock,
|
||
KlondikePile::Tableau(Tableau::Tableau1),
|
||
KlondikePile::Tableau(Tableau::Tableau7),
|
||
] {
|
||
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, true);
|
||
let with_inset = compute_layout(window, 0.0, 48.0, true);
|
||
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[&KlondikePile::Tableau(Tableau::Tableau7)].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}",
|
||
);
|
||
}
|
||
|
||
/// Suspend → resume layout-consistency invariant.
|
||
///
|
||
/// If the resume handler resets `SafeAreaInsets` to zero and then the JNI
|
||
/// poller re-resolves the same values, `compute_layout` must produce an
|
||
/// identical result to the fresh-launch layout. This test also verifies
|
||
/// that a layout computed with `safe_area_top = 0` (the brief window while
|
||
/// insets haven't re-resolved after resume) differs visibly from the
|
||
/// correct layout, confirming that the bug would manifest without the fix.
|
||
#[test]
|
||
fn suspend_resume_layout_matches_fresh_launch() {
|
||
let window = Vec2::new(900.0, 2000.0);
|
||
let safe_top = 27.0_f32;
|
||
let safe_bottom = 110.0_f32;
|
||
|
||
// Fresh-launch layout — insets known from startup.
|
||
let fresh = compute_layout(window, safe_top, safe_bottom, true);
|
||
|
||
// Layout computed during the brief post-resume window before insets
|
||
// re-resolve (safe_area_top temporarily 0).
|
||
let wrong = compute_layout(window, 0.0, safe_bottom, true);
|
||
|
||
// Verify the "wrong" layout actually differs — the bug would push the
|
||
// top card row upward by exactly safe_top pixels.
|
||
let fresh_stock_y = fresh.pile_positions[&KlondikePile::Stock].y;
|
||
let wrong_stock_y = wrong.pile_positions[&KlondikePile::Stock].y;
|
||
// In Bevy's +y-is-up system, adding safe_area_top pushes the stock
|
||
// downward (−y direction). So wrong_stock_y > fresh_stock_y by safe_top.
|
||
assert!(
|
||
(wrong_stock_y - fresh_stock_y - safe_top).abs() < 1e-3,
|
||
"wrong layout must displace stock upward by safe_top ({safe_top}): \
|
||
fresh={fresh_stock_y:.2} wrong={wrong_stock_y:.2} delta={:.2}",
|
||
wrong_stock_y - fresh_stock_y,
|
||
);
|
||
|
||
// After the poller re-resolves correct insets the layout must be
|
||
// identical to the fresh-launch layout.
|
||
let corrected = compute_layout(window, safe_top, safe_bottom, true);
|
||
assert_eq!(
|
||
corrected.card_size, fresh.card_size,
|
||
"card size must be preserved after resume",
|
||
);
|
||
assert!(
|
||
(corrected.pile_positions[&KlondikePile::Stock].y - fresh_stock_y).abs() < 1e-3,
|
||
"stock y must match fresh launch after resume: \
|
||
corrected={:.2} fresh={fresh_stock_y:.2}",
|
||
corrected.pile_positions[&KlondikePile::Stock].y,
|
||
);
|
||
assert!(
|
||
(corrected.pile_positions[&KlondikePile::Stock].x
|
||
- fresh.pile_positions[&KlondikePile::Stock].x)
|
||
.abs()
|
||
< 1e-3,
|
||
"stock x must be unchanged after resume",
|
||
);
|
||
// The HUD band top clearance (distance from window top to card top)
|
||
// must match as well — this is the quantity directly visible in Bug 2.
|
||
let card_top = |layout: &Layout| {
|
||
layout.pile_positions[&KlondikePile::Stock].y + layout.card_size.y / 2.0
|
||
};
|
||
assert!(
|
||
(card_top(&corrected) - card_top(&fresh)).abs() < 1e-3,
|
||
"top-of-card must match fresh launch after resume: \
|
||
corrected={:.2} fresh={:.2}",
|
||
card_top(&corrected),
|
||
card_top(&fresh),
|
||
);
|
||
}
|
||
|
||
/// 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, true);
|
||
let with_inset = compute_layout(window, 0.0, 48.0, true);
|
||
for pile in [
|
||
KlondikePile::Stock,
|
||
KlondikePile::Tableau(Tableau::Tableau1),
|
||
KlondikePile::Tableau(Tableau::Tableau7),
|
||
] {
|
||
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",
|
||
);
|
||
}
|
||
}
|
||
}
|