Landscape fits the whole board, so the coarse-pointer auto-zoom on tile
placement, drag hover-hold and hint only hid the rest of the position.
Gate all three on portrait; manual double-tap/pinch zoom is unchanged.
New e2e lock both sides: landscape placement stays unzoomed, portrait
placement still auto-zooms (touch-emulated, both engines).
Left panel order is now score / history / status / rack / controls (the history
fills the middle and scrolls). Board zoom is re-enabled in landscape with the
same gestures as portrait, but height-driven: the viewport is the full right
pane, the board fits by height as a centred square when zoomed out, and on
zoom-in it magnifies past the pane and pans within it (focus-centred scroll that
rides the magnify transition), occupying the full width up to the left panel.
Board.svelte gains a landscape prop; portrait stays width-driven and unchanged.
landscape.spec.ts now asserts zoom works (the zoomed board overflows the pane).
When the viewport is wider than tall (matchMedia orientation: landscape) the
game screen switches from the portrait stack to a two-column layout: the board
fills the right column as the largest square that fits the height (no zoom,
shrinking by width when cramped — lowest priority), while the left panel stacks
the rack (+ make), the status line, the score plaques, the always-open docked
history and the controls. Board zoom, the history slide-drawer gestures and the
growing nav bar are gated off in landscape; the portrait layout is unchanged and
both render from the same snippets so behaviour stays single-sourced.
The mock e2e now defaults to a portrait viewport (the mobile-first app the
gesture/zoom/history specs are written for); landscape.spec.ts covers the wide
layout in its own viewport.