#228: shrink the HUD on a screen the canvas is short on
The layout is authored in CANVAS units. With stretch "canvas_items" and aspect "expand" over a 1920x1080 base, a 720x1280 phone scales by 0.375 and gets 1920x3413 canvas units - while ANY 16:9-or-wider screen lands on 1920x1080 units however many pixels it really has. The canvas is three times shorter, so a 148-unit button went from 4.3% of the screen's height to 13.7%. Measured at 3.16x, and confirmed twice: once by hand off the scene file, once by the test failing with the rule disabled. Nothing collided. That was checked pair by pair on both canvases and the same six pairs overlap on each, all of them same-slot alternatives. The fault was only that everything was enormous. HudScale captures each HUD control's authored offsets once, then moves it toward the edge it hangs off and scales the NODE. Scaling the rect alone was tried first and was wrong: half the HUD draws its own contents at fixed sizes - ResourceReadout lays its rows out in code, Labels carry their own font size - so shrunken boxes kept full-size content and the build button slid up underneath the resource list. Scaling the node takes content and children with it. The cost is that position (parent space) and size (local space) now differ by that scale, and a lot of code here assumed they did not. Five places: ResourceReadout.content_bottom() added a scaled position to an unscaled height, overstating itself by more than a button - so _seat_hud_columns pushed the whole column down to clear space nothing occupied. A live bug, not just a bad measurement. HUD_COLUMN_MARGIN would have been the one gap still phone-sized. _layout_context_buttons wrote its stride and pitch unscaled, landing the action row on the building-action row - which is the second of the two regressions test_hud_layout was written for, in a new disguise. test_hud_layout and test_hangar_management compared authored rects. And HudScale reapplies on resize, which wiped the two layouts BuildController writes at runtime - so dragging a desktop window left the context row where it was. Both re-run on size_changed now, deferred, because which of two siblings connected first is not a thing to depend on. test_hud_layout ran at one window shape, which happened to be the desktop canvas. It now runs every check at both, so this cannot hide at whichever shape was not being exercised. Rejected: scaling the UI CanvasLayer does not work at all - Control anchors resolve against the viewport rect, so bottom-anchored elements land mid-screen. A single scaled wrapper Control with the HUD reparented under it is the genuinely clean shape and would need no scale-aware arithmetic anywhere, but it changes every node path and would break every get_node in the controllers and tests. MIN_SCALE floors the shrink at 0.45 rather than the proportional 0.316: a landscape phone gets the same short canvas as a desktop, and there the sticks are still thumb targets. That leaves the HUD at 1.42x its phone share on a PC rather than 1.0x. 177/177 at JOBS=3. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
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7 changed files with 279 additions and 14 deletions
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@ -31,6 +31,9 @@ var controller: Node
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var readout: Node
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var stage: int = 0
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var elapsed: float = 0.0
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# A desktop canvas (1080 units) and a phone one (3413), where the HUD
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# scale is 0.45 and 1.0 respectively.
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var shapes: Array = [Vector2i(1920, 1080), Vector2i(720, 1280)]
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# Deliberately share a row: a building either offers its own action or a
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# hangar, never both, so their rects coinciding is the design.
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@ -52,23 +55,40 @@ func _process(delta: float) -> bool:
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return false
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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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if not _check("as laid out at load"):
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# --- E. at BOTH shapes ---------------------------------------
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# #228 shrinks the HUD on a short canvas, so every relationship
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# here now has a scale in it. A desktop canvas is what the
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# default viewport gives, and the phone is where that scale is
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# 1.0 - the arithmetic has to hold at both or one of them is
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# being checked by accident.
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root.size = shapes.pop_front()
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stage = 1
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return false
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1:
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if elapsed < 0.2:
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return false
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elapsed = 0.0
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var label: String = "%.0f-unit canvas" % readout.get_viewport_rect().size.y
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if not _check("as laid out at load, %s" % label):
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return true
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# --- C. the path that broke it ------------------------------
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controller.context_actions_expanded = false
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controller._layout_context_buttons()
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if not _check("after _layout_context_buttons() collapsed"):
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if not _check("collapsed, %s" % label):
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return true
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controller.context_actions_expanded = true
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controller._layout_context_buttons()
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if not _check("after _layout_context_buttons() expanded"):
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if not _check("expanded, %s" % label):
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return true
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print("TEST_HUD_LAYOUT: PASS")
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quit(0)
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return true
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if shapes.is_empty():
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print("TEST_HUD_LAYOUT: PASS")
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quit(0)
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return true
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root.size = shapes.pop_front()
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return false
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return false
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@ -110,13 +130,21 @@ func _check(context: String) -> bool:
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var b: Control = buttons[b_name]
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if a == null or b == null:
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continue
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if a.get_rect().intersects(b.get_rect()):
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if _rendered(a).intersects(_rendered(b)):
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return _fail("%s %s overlaps %s %s (%s)" \
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% [a_name, a.get_rect(), b_name, b.get_rect(), context])
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% [a_name, _rendered(a), b_name, _rendered(b), context])
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print("clear of the readout (reaches %.0f) and of each other - %s" % [readout_bottom, context])
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return true
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# Where a control actually lands, which since #228 is not its layout rect:
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# the HUD shrinks on a short canvas by scaling the node and leaving the rect
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# at its authored size, so position is in scaled parent units while size is
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# in unscaled local ones.
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func _rendered(c: Control) -> Rect2:
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return Rect2(c.position, c.size * c.scale)
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func _is_exclusive(a: String, b: String) -> bool:
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for pair in EXCLUSIVE_PAIRS:
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if (a == pair[0] and b == pair[1]) or (a == pair[1] and b == pair[0]):
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