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Ferrous-Solitaire/solitaire_engine/src/layout.rs
T
funman300 13aa0fd833 fix(engine): match CARD_ASPECT to hayeah SVG dimensions (1.4 → 1.4523)
Cards rendered ~3.6 % squashed vertically because layout.rs assumed a
1.4 height/width ratio while the bundled hayeah/playing-cards-assets
SVGs are natively 167.087 × 242.667 (= 1.4523). The mismatch meant
every face was scaled to fit a too-short box; pip arrangements and
court-card art read slightly compressed.

Bumps CARD_ASPECT to 1.4523 to match the SVG. The vertical-budget
math in compute_layout (the height-based card_width candidate) uses
CARD_ASPECT algebraically, so the tableau-fits-on-screen check
adapts automatically — slightly smaller cards on aspect-ratio-tight
windows, no visible regression on standard 16:9.

Doc comments referencing the old 1.4 literal updated to point at
CARD_ASPECT instead so this can't drift again.

All 982 tests pass — the existing layout/test sentinel
(card_size.y / card_size.x - CARD_ASPECT) used the constant by name
and adapted for free.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 01:03:12 +00:00

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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 supported window dimensions. Layout is still computed below this
/// size but cards will be small.
pub const MIN_WINDOW: Vec2 = Vec2::new(800.0, 600.0);
/// 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;
/// Fraction of card height contributed by each additional face-up tableau card
/// when fanned. Mirrors `card_plugin::TABLEAU_FAN_FRAC` so layout sizing can
/// solve for a worst-case column without depending on `card_plugin`.
const TABLEAU_FAN_FRAC: f32 = 0.25;
/// 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.
///
/// 64 px comfortably fits the action button bar (~32 px tall) plus the
/// Score/Moves text line plus padding, with a few pixels of breathing room.
/// The matching translucent background is painted by `hud_plugin::spawn_hud_band`.
pub const HUD_BAND_HEIGHT: f32 = 64.0;
/// 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>,
}
/// Compute the board layout from a window size.
///
/// # 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) -> 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 - 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 - 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));
}
Layout {
card_size,
pile_positions,
}
}
/// 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)));
assert_all_piles_present(&compute_layout(Vec2::new(800.0, 600.0)));
assert_all_piles_present(&compute_layout(Vec2::new(1920.0, 1080.0)));
}
#[test]
fn card_size_scales_with_window_width() {
let small = compute_layout(Vec2::new(800.0, 600.0));
let large = compute_layout(Vec2::new(1920.0, 1080.0));
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() {
let below = compute_layout(Vec2::new(400.0, 300.0));
let at_min = compute_layout(MIN_WINDOW);
assert_eq!(below.card_size, at_min.card_size);
}
#[test]
fn tableau_columns_are_sorted_left_to_right() {
let layout = compute_layout(Vec2::new(1280.0, 800.0));
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));
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);
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));
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));
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);
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);
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);
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);
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}"
);
}
#[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);
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
);
}
}
}
}