fix(ui): iOS soft-keyboard shell alignment + hotseat relock on return
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m6s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m43s
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m6s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m43s
iOS Safari/WKWebView does not shrink the layout viewport for the soft keyboard (Android Chrome does): the visual viewport shrinks AND offsets down toward the focused field, and the values do not cleanly revert. The pinned shell tracked only the height (--vvh), not the offset, so its top-anchored content misaligned on iOS — empty space below the form, worst on a repeat focus. Fix (one place; covers NewGame, Chat, Feedback): - app.svelte.ts syncViewport: also mirror visualViewport.offsetTop into --vv-top, and scroll the focused field into view on the keyboard-open transition (iOS does not reliably scroll a pinned document to it). - app.css: the pinned app-shell body follows top=--vv-top + height=--vvh (was inset:0), so it stays on the visible area. - e2e/viewport.spec.ts emulates the visual-viewport resize+offset (a fake window.visualViewport) to verify the shell follows, on Chromium+WebKit. Hotseat: returning to the lobby now re-locks the current seat (its PIN is re-prompted) — LocalSource.relock, cleared in Game.svelte onDestroy. Root-caused a crash it exposed: a $props() value (id) reads back undefined during Svelte teardown, so isLocalGameId(id) threw and aborted onDestroy (breaking navigation) — read the id from the loaded view instead.
This commit is contained in:
+33
-11
@@ -725,17 +725,37 @@ function syncTelegramSafeArea(): void {
|
||||
root.classList.toggle('tg-fullscreen', top > 0);
|
||||
}
|
||||
|
||||
// The soft-keyboard height threshold (px) that distinguishes an open keyboard from browser chrome
|
||||
// (an address bar shrinks the visual viewport by far less), used to gate the focus-into-view scroll.
|
||||
const KEYBOARD_MIN_PX = 120;
|
||||
|
||||
/**
|
||||
* syncViewportHeight mirrors the visual-viewport height into the --vvh CSS var so a screen can
|
||||
* fit the visible area above an open soft keyboard (iOS does not shrink dvh for the keyboard).
|
||||
* On a screen whose input sits at the bottom (chat, word-check) this keeps the input visible
|
||||
* without the page scrolling, so the layout no longer jumps when the keyboard appears.
|
||||
* syncViewport mirrors the visual viewport into CSS vars so the pinned app-shell (app.css
|
||||
* `html.app-shell body`) both FITS (`--vvh`) and FOLLOWS (`--vv-top`) the visible area above the soft
|
||||
* keyboard. iOS Safari / WKWebView does not shrink the layout viewport for the keyboard (Android
|
||||
* Chrome does); instead the visual viewport shrinks AND offsets down to reveal the focused field, and
|
||||
* those values do not always cleanly revert. Tracking only the height left the top-anchored shell
|
||||
* misaligned on iOS — empty space below the content, worst on a repeat focus; tracking offsetTop too
|
||||
* keeps the shell on the visible area on every platform. On the keyboard-OPEN transition it also
|
||||
* scrolls the focused field into view, since iOS does not reliably scroll a pinned document to it.
|
||||
*/
|
||||
function syncViewportHeight(): void {
|
||||
let keyboardOpen = false;
|
||||
function syncViewport(): void {
|
||||
if (typeof document === 'undefined') return;
|
||||
const vv = typeof window !== 'undefined' ? window.visualViewport : null;
|
||||
const h = vv ? vv.height : typeof window !== 'undefined' ? window.innerHeight : 0;
|
||||
const win = typeof window !== 'undefined' ? window : null;
|
||||
const vv = win ? win.visualViewport : null;
|
||||
const h = vv ? vv.height : win ? win.innerHeight : 0;
|
||||
const top = vv ? vv.offsetTop : 0;
|
||||
if (h > 0) document.documentElement.style.setProperty('--vvh', `${h}px`);
|
||||
document.documentElement.style.setProperty('--vv-top', `${top}px`);
|
||||
const open = !!vv && !!win && win.innerHeight - h > KEYBOARD_MIN_PX;
|
||||
if (open && !keyboardOpen) {
|
||||
const el = document.activeElement;
|
||||
if (el instanceof HTMLElement && (el.tagName === 'INPUT' || el.tagName === 'TEXTAREA')) {
|
||||
requestAnimationFrame(() => el.scrollIntoView({ block: 'center' }));
|
||||
}
|
||||
}
|
||||
keyboardOpen = open;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -795,11 +815,13 @@ export async function bootstrap(): Promise<void> {
|
||||
setLocale(guess);
|
||||
}
|
||||
|
||||
// Track the visual-viewport height so screens fit above an open soft keyboard (--vvh).
|
||||
syncViewportHeight();
|
||||
// Track the visual viewport (height + offset) so screens fit and follow the visible area above an
|
||||
// open soft keyboard (--vvh / --vv-top). Both resize AND scroll fire on iOS when the keyboard moves
|
||||
// the visual viewport.
|
||||
syncViewport();
|
||||
if (typeof window !== 'undefined' && window.visualViewport) {
|
||||
window.visualViewport.addEventListener('resize', syncViewportHeight);
|
||||
window.visualViewport.addEventListener('scroll', syncViewportHeight);
|
||||
window.visualViewport.addEventListener('resize', syncViewport);
|
||||
window.visualViewport.addEventListener('scroll', syncViewport);
|
||||
}
|
||||
|
||||
// Load the Telegram Mini App SDK dynamically, with a timeout, on a Telegram entry — it is no
|
||||
|
||||
@@ -46,6 +46,9 @@ export const localSource = {
|
||||
unlockSeat: (id, pin) => load().then((s) => s.unlockSeat(id, pin)),
|
||||
verifyHostPin: (id, pin) => load().then((s) => s.verifyHostPin(id, pin)),
|
||||
hostAction: (id, pin, action, targetSeat) => load().then((s) => s.hostAction(id, pin, action, targetSeat)),
|
||||
// relock is fire-and-forget: the engine is already loaded (the game was open), and re-locking a
|
||||
// cached game before the screen is left needs no result.
|
||||
relock: (id) => void load().then((s) => s.relock(id)),
|
||||
// events must return the unsubscribe synchronously (the screen subscribes in onMount), so it wires
|
||||
// the real subscription once the engine loads and, until then, cancels a pending subscribe.
|
||||
events: (id, onEvent) => {
|
||||
@@ -60,7 +63,7 @@ export const localSource = {
|
||||
};
|
||||
},
|
||||
} satisfies GameLoopSource &
|
||||
Pick<LocalSource, 'events' | 'create' | 'list' | 'delete' | 'unlockSeat' | 'verifyHostPin' | 'hostAction'>;
|
||||
Pick<LocalSource, 'events' | 'create' | 'list' | 'delete' | 'unlockSeat' | 'verifyHostPin' | 'hostAction' | 'relock'>;
|
||||
|
||||
/**
|
||||
* gameSource returns the source that runs the game with the given id: the local engine for a local
|
||||
|
||||
@@ -111,6 +111,19 @@ describe('LocalSource hotseat', () => {
|
||||
await expect(src.gameState('local:h6')).rejects.toMatchObject({ code: 'game_not_found' });
|
||||
});
|
||||
|
||||
it('re-locks an unlocked seat on relock (returning to the lobby)', async () => {
|
||||
const src = await hotseat('local:h9', [
|
||||
{ kind: 'human', name: 'Ann', pin: await newLock('1234') },
|
||||
{ kind: 'human', name: 'Bob' },
|
||||
]);
|
||||
const opened = await src.unlockSeat('local:h9', '1234');
|
||||
expect(opened.locked).toBe(false);
|
||||
src.relock('local:h9');
|
||||
const st = await src.gameState('local:h9');
|
||||
expect(st.locked).toBe(true); // returning to the game re-prompts the seat PIN
|
||||
expect(st.rack).toEqual([]);
|
||||
});
|
||||
|
||||
it('verifies the master PIN', async () => {
|
||||
const src = await hotseat('local:h7', [
|
||||
{ kind: 'human', name: 'A' },
|
||||
|
||||
@@ -214,6 +214,14 @@ export class LocalSource implements GameLoopSource {
|
||||
return this.stateView(entry);
|
||||
}
|
||||
|
||||
/** relock drops any per-turn seat unlock, so re-opening a hotseat game re-prompts the current
|
||||
* seat's PIN. Called when the game screen is left (returning to the lobby). No-op when the game is
|
||||
* not cached, or a seat with no PIN (which is never withheld anyway). */
|
||||
relock(gameId: string): void {
|
||||
const entry = this.live.get(gameId);
|
||||
if (entry) entry.unlockedSeat = null;
|
||||
}
|
||||
|
||||
/** verifyHostPin reports whether pin matches the hotseat master (host/referee) PIN. */
|
||||
async verifyHostPin(gameId: string, pin: string): Promise<boolean> {
|
||||
const entry = await this.load(gameId);
|
||||
|
||||
Reference in New Issue
Block a user