fix(ui): landscape board zoom/pan + rack tile rendering, shorter mobile block label
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Bugs surfaced while testing in VK but present on every platform (verified across browsers, not VK-specific): - Rack tiles: the letter used a fixed rem size, so in landscape — where tiles shrink below 46px in the narrow left panel — it overflowed and dropped into the bottom-left corner. Size it relative to the rack (cqw, like the board's labels; the tile's own container-query size resolves unreliably under flex + aspect-ratio). - Landscape board zoom positioned "in two steps": the per-frame clamp-to-max reached the wide axis before the tall one. Interpolate both scroll axes together by time over the grow/shrink transition instead (settles on zoom-out too). - The zoomed board could not be panned with a mouse (touch scrolls the overflow:auto viewport natively; a mouse cannot drag-scroll a div). Add a drag-to-pan handler, active only while zoomed, off pending tiles, past a small movement threshold, swallowing the trailing click so it does not also act on a cell. - Shorten the in-game block-confirm label ru "Блокируем?" -> "В бан?" (the long form overflowed the seat score chip on mobile).
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@@ -105,18 +105,24 @@
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prevZoom = on;
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prevZoom = on;
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prevRecenter = rc;
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prevRecenter = rc;
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if (landscape) {
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if (landscape) {
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// Height-driven board in a wide viewport: pan so the focused cell is centred. The board
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// Height-driven board in a wide viewport: pan so the focused cell is centred. Interpolate
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// magnifies over the .scaler.land width/height transition, so the focus-centred scroll target
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// BOTH scroll axes together by TIME over the board's grow/shrink transition; the browser
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// is only reachable once the board has grown — clamp it to the CURRENT scrollable size each
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// clamps each to the current scrollable range as the board resizes. The earlier per-frame
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// frame and ride the transition over a fixed time budget. (A scrollWidth-progress tween like
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// clamp-to-max reached the wide axis (large clientWidth) before the tall one, which the owner
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// portrait's never settles here: zoom-out shrinks the board below the viewport, where it
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// saw as the board positioning "in two steps" — a single time-eased motion moves the axes in
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// stops overflowing.)
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// sync. Time-based (not a scrollWidth-progress tween like portrait's) so it also settles on
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// zoom-out, where the board shrinks below the viewport and stops overflowing.
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if (toggled || (recentered && on && f)) {
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if (toggled || (recentered && on && f)) {
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const startSL = vp.scrollLeft;
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const startST = vp.scrollTop;
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const t0 = performance.now();
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const t0 = performance.now();
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const dur = 250; // ~the .scaler.land width/height transition (0.25s ease)
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let raf = requestAnimationFrame(function tick(now: number) {
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let raf = requestAnimationFrame(function tick(now: number) {
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vp.scrollLeft = Math.min(finalSL, Math.max(0, vp.scrollWidth - vp.clientWidth));
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const p = Math.min(1, (now - t0) / dur);
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vp.scrollTop = Math.min(finalST, Math.max(0, vp.scrollHeight - vp.clientHeight));
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const e = 1 - Math.pow(1 - p, 3); // easeOutCubic, close to the CSS ease curve
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if (now - t0 < 320) raf = requestAnimationFrame(tick);
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vp.scrollLeft = startSL + (finalSL - startSL) * e;
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vp.scrollTop = startST + (finalST - startST) * e;
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if (p < 1) raf = requestAnimationFrame(tick);
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});
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});
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return () => cancelAnimationFrame(raf);
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return () => cancelAnimationFrame(raf);
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}
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}
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@@ -204,6 +210,69 @@
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};
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};
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});
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});
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// Mouse drag-to-pan the zoomed board. Touch scrolls the overflow:auto viewport natively, but a
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// mouse cannot drag-scroll it, so on desktop / the landscape iframe the magnified board could not
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// be moved at all. Active only while zoomed, for a primary-button drag that does NOT start on a
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// pending tile (those own their pointer for relocation), and only once the pointer passes a small
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// threshold — so a plain click still places a rack tile or toggles zoom. A completed pan swallows
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// the trailing click so it does not also act on the cell under the release.
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$effect(() => {
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const vp = viewport;
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if (!vp) return;
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let armed = false;
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let panning = false;
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let sx = 0;
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let sy = 0;
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let sl = 0;
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let st = 0;
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const onDown = (e: PointerEvent) => {
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if (e.pointerType === 'touch' || e.button !== 0 || !zoomed) return;
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if ((e.target as HTMLElement | null)?.closest('.cell.pending')) return;
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armed = true;
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panning = false;
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sx = e.clientX;
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sy = e.clientY;
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sl = vp.scrollLeft;
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st = vp.scrollTop;
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};
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const onMove = (e: PointerEvent) => {
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if (!armed) return;
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const dx = e.clientX - sx;
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const dy = e.clientY - sy;
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if (!panning) {
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if (Math.hypot(dx, dy) < 4) return; // a small move is still a click, not a pan
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panning = true;
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vp.setPointerCapture(e.pointerId);
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}
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vp.scrollLeft = sl - dx;
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vp.scrollTop = st - dy;
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};
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const onUp = (e: PointerEvent) => {
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armed = false;
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if (!panning) return;
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panning = false;
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if (vp.hasPointerCapture(e.pointerId)) vp.releasePointerCapture(e.pointerId);
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// Swallow the click the drag would otherwise produce (capture phase, before it reaches the
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// cell); self-remove on that click, and clean up on the next tick if none fired.
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const swallow = (ev: Event) => {
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ev.stopPropagation();
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vp.removeEventListener('click', swallow, true);
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};
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vp.addEventListener('click', swallow, true);
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setTimeout(() => vp.removeEventListener('click', swallow, true), 0);
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};
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vp.addEventListener('pointerdown', onDown);
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vp.addEventListener('pointermove', onMove);
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vp.addEventListener('pointerup', onUp);
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vp.addEventListener('pointercancel', onUp);
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return () => {
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vp.removeEventListener('pointerdown', onDown);
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vp.removeEventListener('pointermove', onMove);
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vp.removeEventListener('pointerup', onUp);
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vp.removeEventListener('pointercancel', onUp);
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};
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});
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// Double-tap a pending tile recalls it; double-tap any other cell toggles zoom toward
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// Double-tap a pending tile recalls it; double-tap any other cell toggles zoom toward
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// it. A single tap places a selected rack tile (handled by oncell). Drag also auto-zooms
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// it. A single tap places a selected rack tile (handled by oncell). Drag also auto-zooms
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// toward a cell the held tile hovers over (handled in Game), so the one-finger native
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// toward a cell the held tile hovers over (handled in Game), so the one-finger native
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@@ -112,12 +112,29 @@
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/* Landscape: the rack sits in a fixed-width left panel, so the tiles share the panel width
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/* Landscape: the rack sits in a fixed-width left panel, so the tiles share the panel width
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(capped at the portrait size) and shrink below it when the panel is narrow, instead of the
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(capped at the portrait size) and shrink below it when the panel is narrow, instead of the
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viewport-width measure that would overflow seven tiles in a column. */
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viewport-width measure that would overflow seven tiles in a column. */
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.rack.landscape {
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/* Size the tile glyphs relative to the rack (the board sizes its labels the same way, on its
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.scaler container). The tile is a flex + aspect-ratio item whose OWN container-query size
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resolves unreliably, so the rack — which has a definite width — is the query container. A
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fixed-rem letter overflowed the tile once it shrank below 46px in a narrow left panel and
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dropped into the bottom-left corner. The cqw values track the rack≈7×tile relation. */
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container-type: inline-size;
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}
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.rack.landscape .tile {
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.rack.landscape .tile {
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flex: 1 1 0;
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flex: 1 1 0;
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width: auto;
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width: auto;
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min-width: 0;
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min-width: 0;
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max-width: 46px;
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max-width: 46px;
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}
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}
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.rack.landscape .letter {
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font-size: 6cqw;
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}
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.rack.landscape .val {
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font-size: 3.1cqw;
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}
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.rack.landscape .star {
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font-size: 7.6cqw;
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}
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/* While reordering, tiles at/after the drop slot slide right to open a gap there (one
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/* While reordering, tiles at/after the drop slot slide right to open a gap there (one
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tile width plus the rack gap), so the drop position is visible. */
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tile width plus the rack gap), so the drop position is visible. */
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.rack.reordering .tile {
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.rack.reordering .tile {
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@@ -301,7 +301,7 @@ export const ru: Record<MessageKey, string> = {
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'game.exportGcg': 'Экспорт GCG',
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'game.exportGcg': 'Экспорт GCG',
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'game.gcgActiveOnly': 'Доступно после завершения игры.',
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'game.gcgActiveOnly': 'Доступно после завершения игры.',
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'game.addFriendShort': 'В друзья?',
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'game.addFriendShort': 'В друзья?',
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'game.blockShort': 'Блокируем?',
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'game.blockShort': 'В бан?',
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'time.minutes': '{n} мин',
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'time.minutes': '{n} мин',
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'time.hours': '{n} ч',
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'time.hours': '{n} ч',
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