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Ilia Denisov 4a3e12c85a feat(icons): shrink the Android adaptive mark 25%, give old square launchers the full-bleed master
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The adaptive foreground's asterisk grazed the round mask's safe zone. Scale the
foreground mark 0.75 about the icon centre (25% smaller, the letter-to-star
arrangement unchanged) so it sits well inside the 61% safe zone. Independently,
the legacy square ic_launcher.png now renders the full-bleed master instead of
the safe-zone composite, so old Android (< API 26) shows a large mark rather
than a shrunk one; the legacy round icon keeps the safe-zone composite (a round
mask would clip the master's corner star). Regenerate the layer set, Android
res and the brandbook foreground previews; update ICON_BRANDBOOK.md / ICONS.md.
2026-07-14 21:57:32 +02:00
Ilia Denisov 54bc31c619 fix(ui): default the profileless client to Erudit only, not every variant
availableVariants fell back to all three variants when the player had no
stored preferences. A fresh offline native launch boots with no profile, so
New Game exposed the English game before the player opted in — contrary to the
backend's Erudit-only new-account default (docs/FUNCTIONAL.md). Fall back to
DEFAULT_VARIANTS (Erudit only) instead; all dictionaries stay bundled.
2026-07-14 21:57:21 +02:00
36 changed files with 45 additions and 18 deletions
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@@ -19,6 +19,11 @@ const uri = p => 'data:image/png;base64,' + readFileSync(p).toString('base64');
const BG = uri(join(ROOT, 'ui', 'assets', 'icon-background.png')); const BG = uri(join(ROOT, 'ui', 'assets', 'icon-background.png'));
const FG = uri(join(ROOT, 'ui', 'assets', 'icon-foreground.png')); const FG = uri(join(ROOT, 'ui', 'assets', 'icon-foreground.png'));
const MONO = uri(join(DIR, 'android-monochrome.png')); const MONO = uri(join(DIR, 'android-monochrome.png'));
// The full-bleed master (square tile + master mark) — the legacy SQUARE launcher (API < 26)
// uses it so old Android shows a large mark rather than the safe-zone foreground shrunk into
// the middle. The round legacy icon keeps the safe-zone composite (a round mask would clip
// the master's corner ✻).
const MASTER = uri(join(ROOT, 'ui', 'assets', 'icon.png'));
// density: [adaptive-layer px (108 dp), legacy launcher px (48 dp)] // density: [adaptive-layer px (108 dp), legacy launcher px (48 dp)]
const D = { ldpi: [81, 36], mdpi: [108, 48], hdpi: [162, 72], xhdpi: [216, 96], xxhdpi: [324, 144], xxxhdpi: [432, 192] }; const D = { ldpi: [81, 36], mdpi: [108, 48], hdpi: [162, 72], xhdpi: [216, 96], xxhdpi: [324, 144], xxxhdpi: [432, 192] };
@@ -38,8 +43,9 @@ for (const [d, [fg, lg]] of Object.entries(D)) {
writeFileSync(join(dir, 'ic_launcher_background.png'), await shot(im(BG, fg), fg, false)); writeFileSync(join(dir, 'ic_launcher_background.png'), await shot(im(BG, fg), fg, false));
writeFileSync(join(dir, 'ic_launcher_foreground.png'), await shot(im(FG, fg), fg, true)); writeFileSync(join(dir, 'ic_launcher_foreground.png'), await shot(im(FG, fg), fg, true));
writeFileSync(join(dir, 'ic_launcher_monochrome.png'), await shot(im(MONO, fg), fg, true)); writeFileSync(join(dir, 'ic_launcher_monochrome.png'), await shot(im(MONO, fg), fg, true));
const comp = `<div style="position:relative;width:${lg}px;height:${lg}px">${im(BG, lg)}<div style="position:absolute;inset:0">${im(FG, lg)}</div></div>`; // Square launcher: the full-bleed master (large mark). Round launcher: the safe-zone
writeFileSync(join(dir, 'ic_launcher.png'), await shot(comp, lg, false)); // composite, circle-clipped (the master's corner ✻ would be clipped by the round mask).
writeFileSync(join(dir, 'ic_launcher.png'), await shot(im(MASTER, lg), lg, false));
const round = `<div style="width:${lg}px;height:${lg}px;border-radius:50%;overflow:hidden;position:relative">${im(BG, lg)}<div style="position:absolute;inset:0">${im(FG, lg)}</div></div>`; const round = `<div style="width:${lg}px;height:${lg}px;border-radius:50%;overflow:hidden;position:relative">${im(BG, lg)}<div style="position:absolute;inset:0">${im(FG, lg)}</div></div>`;
writeFileSync(join(dir, 'ic_launcher_round.png'), await shot(round, lg, true)); writeFileSync(join(dir, 'ic_launcher_round.png'), await shot(round, lg, true));
console.log('mipmap-' + d, 'ok'); console.log('mipmap-' + d, 'ok');
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@@ -33,8 +33,12 @@ const SHADE = 0.15; // black, this alpha bottom-left -> transp
// The mark, placed for the standalone master (bottom-right biased, full-bleed): // The mark, placed for the standalone master (bottom-right biased, full-bleed):
const MASTER = { lh: 0.6055, lc: [0.4814, 0.4922], sd: 0.1729, sc: [0.7881, 0.7881] }; const MASTER = { lh: 0.6055, lc: [0.4814, 0.4922], sd: 0.1729, sc: [0.7881, 0.7881] };
// The mark, placed for the Android foreground layer (centred-ish inside the 61% safe // The mark, placed for the Android foreground layer (centred-ish inside the 61% safe
// zone, nudged right 8% / down 3% for optical balance under the round mask; smaller ✻): // zone, nudged right 8% / down 3% for optical balance under the round mask; smaller ✻).
const FOREGROUND = { lh: 0.5391, lc: [0.5234, 0.4951], sd: 0.1318, sc: [0.7627, 0.7266] }; // Every value is the earlier placement scaled 0.75 about the icon centre (0.5, 0.5): the
// whole mark is 25% smaller, its «Э»↔✻ arrangement unchanged, so the ✻ that used to graze
// the round mask now sits well inside the safe zone. Round-mask launchers (adaptive + the
// legacy round icon) get more breathing room; the full-bleed master is untouched.
const FOREGROUND = { lh: 0.4043, lc: [0.5176, 0.4963], sd: 0.0989, sc: [0.6970, 0.6700] };
const PALETTE = { const PALETTE = {
light: { wood: '#e6b053', ink: '#5a3a12', grain: '#d8a54e' }, light: { wood: '#e6b053', ink: '#5a3a12', grain: '#d8a54e' },
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@@ -54,7 +54,10 @@ already fill the 108 dp canvas (foreground inside the 61 % safe zone, background
full-bleed), so they must be placed with **no inset**, and we add the **monochrome** full-bleed), so they must be placed with **no inset**, and we add the **monochrome**
themed layer, neither of which `capacitor-assets` does. Per density mdpi→xxxhdpi (+ldpi): themed layer, neither of which `capacitor-assets` does. Per density mdpi→xxxhdpi (+ldpi):
- `mipmap-*/ic_launcher.png` / `ic_launcher_round.png` — legacy square / round (composite) - `mipmap-*/ic_launcher.png` — legacy square (< API 26): the **full-bleed master** (large
mark), so old square launchers do not shrink it into the safe zone
- `mipmap-*/ic_launcher_round.png` — legacy round (< API 26): the safe-zone **composite**,
circle-clipped (a round mask would clip the master's corner ✻)
- `mipmap-*/ic_launcher_foreground.png` + `ic_launcher_background.png` — adaptive layers - `mipmap-*/ic_launcher_foreground.png` + `ic_launcher_background.png` — adaptive layers
- `mipmap-*/ic_launcher_monochrome.png` — themed layer - `mipmap-*/ic_launcher_monochrome.png` — themed layer
- `mipmap-anydpi-v26/ic_launcher.xml` + `ic_launcher_round.xml`**no `<inset>`**, with - `mipmap-anydpi-v26/ic_launcher.xml` + `ic_launcher_round.xml`**no `<inset>`**, with
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@@ -123,12 +123,13 @@ So Android is **not** the full-bleed master — it is built as two layers:
and square** (no rounded corners; the OS supplies the shape). It fills the whole 108 dp and square** (no rounded corners; the OS supplies the shape). It fills the whole 108 dp
layer, so the sacrificial outer ring is just more wood. layer, so the sacrificial outer ring is just more wood.
- **Foreground** — **only the «Э» + ✻**, transparent, **re-placed** to sit safely inside - **Foreground** — **only the «Э» + ✻**, transparent, **re-placed** to sit safely inside
the mask: the mask. The whole mark is the master's optical placement (nudged right 8 % / down 3 %)
- «Э»: box height **53.9 %**, box center **52.3 % / 49.5 %**. scaled **0.75 about the icon centre****25 % smaller**, its «Э» ↔ ✻ arrangement
- ✻: outer diameter **13.2 %** (smaller than the master's), center **76.3 % / 72.7 %**, unchanged — so the ✻ that used to graze the round mask now sits well inside the **61 %
safe zone** with margin to spare:
- «Э»: box height **40.4 %**, box center **51.8 % / 49.6 %**.
- ✻: outer diameter **9.9 %** (smaller than the master's), center **69.7 % / 67.0 %**,
tucked closer to the letter. tucked closer to the letter.
- The mark is centred, then nudged **right 8 % / down 3 %** so it reads optically
centred under the round mask, and the whole group fits within the **61 % safe zone**.
Everything else (palette, grain, gradients, star construction) is identical to the master. Everything else (palette, grain, gradients, star construction) is identical to the master.
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@@ -2,6 +2,7 @@ import { describe, it, expect } from 'vitest';
import { import {
ALL_VARIANTS, ALL_VARIANTS,
DEFAULT_VARIANTS,
availableVariants, availableVariants,
supportsMultipleWordsToggle, supportsMultipleWordsToggle,
multipleWordsForRequest, multipleWordsForRequest,
@@ -16,9 +17,11 @@ describe('ALL_VARIANTS', () => {
}); });
describe('availableVariants', () => { describe('availableVariants', () => {
it('is ungated (all variants) for an empty or absent preference set', () => { it('falls back to the Erudit-only default for an empty or absent preference set', () => {
expect(availableVariants([])).toEqual(ALL_VARIANTS); const fallback = ALL_VARIANTS.filter((v) => DEFAULT_VARIANTS.includes(v.id));
expect(availableVariants(undefined)).toEqual(ALL_VARIANTS); expect(fallback.map((v) => v.id)).toEqual(['erudit_ru']);
expect(availableVariants([])).toEqual(fallback);
expect(availableVariants(undefined)).toEqual(fallback);
}); });
it('offers only the preferred variants', () => { it('offers only the preferred variants', () => {
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@@ -62,13 +62,23 @@ export function usesStarBlank(v: Variant): boolean {
return v === 'erudit_ru'; return v === 'erudit_ru';
} }
// availableVariants gates ALL_VARIANTS by the player's variant preferences (the set // DEFAULT_VARIANTS is the variant set a player sees before any preference is stored — a fresh
// they enabled in Settings). An empty or absent set is ungated (returns every variant) // or offline native client whose profile has not been synced yet (the device-local guest boots
// — a safety fallback; a real profile always carries at least one preference. // with no profile at all). It mirrors the backend's new-account default (the account service
// seeds Erudit only), so the local guest and a later synced account agree on what is enabled.
// Every dictionary is still bundled; the other variants are simply off until the player turns
// them on in Settings.
export const DEFAULT_VARIANTS: Variant[] = ['erudit_ru'];
// availableVariants gates ALL_VARIANTS by the player's variant preferences (the set they
// enabled in Settings). An empty or absent set falls back to DEFAULT_VARIANTS rather than every
// variant: a real profile always carries at least one preference, and a profileless client (a
// fresh offline native launch) must match the server's Erudit-only default instead of exposing
// the English game before the player opts in.
export function availableVariants(preferences: Variant[] | undefined): VariantOption[] { export function availableVariants(preferences: Variant[] | undefined): VariantOption[] {
const prefs = preferences ?? []; const prefs = preferences ?? [];
if (prefs.length === 0) return ALL_VARIANTS; const effective = prefs.length === 0 ? DEFAULT_VARIANTS : prefs;
return ALL_VARIANTS.filter((v) => prefs.includes(v.id)); return ALL_VARIANTS.filter((v) => effective.includes(v.id));
} }
// supportsMultipleWordsToggle reports whether the New Game "multiple words per turn" toggle // supportsMultipleWordsToggle reports whether the New Game "multiple words per turn" toggle