b57db017d3
Two related platform-fit fixes for desktop launch:
1. Wayland session compatibility. The workspace Cargo.toml's
Bevy feature list previously enabled only `x11`, leaving
winit-on-Wayland to fall through to XWayland — the game
rendered inside an X11 frame stitched into the Wayland
compositor instead of as a native Wayland client. Adding
the `wayland` feature lets winit prefer Wayland when
WAYLAND_DISPLAY is set on the session, falling back to X11
when it isn't. Costs a few hundred KB of binary for the
libwayland-client bindings; comment in Cargo.toml explains
the trade.
2. Smart default window sizing. The fallback window size for
first launches (no saved geometry) was a fixed 1280x800. On
a 4K monitor that's a comparatively tiny window in one
corner; the game's cards then occupy a small physical area
even though the screen has plenty of room. New
`apply_smart_default_window_size` Update system queries
`Monitor` (with the `PrimaryMonitor` marker) and resizes the
primary window to ~70% of the monitor's *logical* size on
the first frame. Logical size already factors in the OS's
HiDPI scale factor, so:
- 1920x1080 / 1.0 scale → 1344x756 target
- 2560x1440 / 1.0 scale → 1792x1008 target
- 3840x2160 / 1.0 scale → 2688x1512 target
- 2880x1800 / 2.0 scale (Retina) → 1008x630 target
(same physical size as 1080p)
Clamped to the existing 800x600 minimum so old systems
don't get sub-minimum windows. Skipped entirely when saved
geometry was applied — the player's chosen size always
wins. Uses `Local<bool>` for one-shot semantics; the early-
exit per tick costs nothing once `*applied` is true.
Workspace: 1170 passing tests / 0 failing. cargo clippy
--workspace --all-targets -- -D warnings clean.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>