diff --git a/ui/src/game/Board.svelte b/ui/src/game/Board.svelte index a229155..7288220 100644 --- a/ui/src/game/Board.svelte +++ b/ui/src/game/Board.svelte @@ -105,18 +105,27 @@ prevZoom = on; prevRecenter = rc; if (landscape) { - // Height-driven board in a wide viewport: pan so the focused cell is centred. The board - // magnifies over the .scaler.land width/height transition, so the focus-centred scroll target - // is only reachable once the board has grown — clamp it to the CURRENT scrollable size each - // frame and ride the transition over a fixed time budget. (A scrollWidth-progress tween like - // portrait's never settles here: zoom-out shrinks the board below the viewport, where it - // stops overflowing.) + // A wide viewport overflows VERTICALLY as soon as the square board grows past its height, but + // HORIZONTALLY only once the board grows past the (much larger) width — so a per-axis scroll + // moves the vertical axis early and the horizontal axis late (the browser pins scrollLeft to 0 + // until the board is wider than the viewport): the board positioning "in two steps". Drive + // BOTH axes by one progress q — how far the board has grown past the viewport width, the point + // at which a horizontal pan first becomes possible. Until then q is 0 and the board simply + // zooms centred; past it both axes pan together in one diagonal motion. The full-zoom focus + // target is finalSL/ST on zoom-in and the current position on zoom-out (where final is 0), so + // q running 1→0 unwinds the scroll before the board shrinks back below the viewport. if (toggled || (recentered && on && f)) { - const t0 = performance.now(); - let raf = requestAnimationFrame(function tick(now: number) { - vp.scrollLeft = Math.min(finalSL, Math.max(0, vp.scrollWidth - vp.clientWidth)); - vp.scrollTop = Math.min(finalST, Math.max(0, vp.scrollHeight - vp.clientHeight)); - if (now - t0 < 320) raf = requestAnimationFrame(tick); + const scaler = vp.firstElementChild as HTMLElement | null; + const targetSL = on ? finalSL : vp.scrollLeft; + const targetST = on ? finalST : vp.scrollTop; + const span = Math.max(1, fullSide - clientW); + let raf = requestAnimationFrame(function tick() { + const side = scaler ? scaler.getBoundingClientRect().width : fullSide; + const q = Math.max(0, Math.min(1, (side - clientW) / span)); + vp.scrollLeft = targetSL * q; + vp.scrollTop = targetST * q; + const settled = on ? side >= fullSide - 1 : side <= fitSide + 1; + if (!settled) raf = requestAnimationFrame(tick); }); return () => cancelAnimationFrame(raf); } @@ -204,6 +213,69 @@ }; }); + // Mouse drag-to-pan the zoomed board. Touch scrolls the overflow:auto viewport natively, but a + // mouse cannot drag-scroll it, so on desktop / the landscape iframe the magnified board could not + // be moved at all. Active only while zoomed, for a primary-button drag that does NOT start on a + // pending tile (those own their pointer for relocation), and only once the pointer passes a small + // threshold — so a plain click still places a rack tile or toggles zoom. A completed pan swallows + // the trailing click so it does not also act on the cell under the release. + $effect(() => { + const vp = viewport; + if (!vp) return; + let armed = false; + let panning = false; + let sx = 0; + let sy = 0; + let sl = 0; + let st = 0; + const onDown = (e: PointerEvent) => { + if (e.pointerType === 'touch' || e.button !== 0 || !zoomed) return; + if ((e.target as HTMLElement | null)?.closest('.cell.pending')) return; + armed = true; + panning = false; + sx = e.clientX; + sy = e.clientY; + sl = vp.scrollLeft; + st = vp.scrollTop; + }; + const onMove = (e: PointerEvent) => { + if (!armed) return; + const dx = e.clientX - sx; + const dy = e.clientY - sy; + if (!panning) { + if (Math.hypot(dx, dy) < 4) return; // a small move is still a click, not a pan + panning = true; + vp.setPointerCapture(e.pointerId); + } + vp.scrollLeft = sl - dx; + vp.scrollTop = st - dy; + }; + const onUp = (e: PointerEvent) => { + armed = false; + if (!panning) return; + panning = false; + if (vp.hasPointerCapture(e.pointerId)) vp.releasePointerCapture(e.pointerId); + // Swallow the click the drag would otherwise produce (capture phase, before it reaches the + // cell); self-remove on that click, and clean up on the next tick if none fired. + const swallow = (ev: Event) => { + ev.stopPropagation(); + vp.removeEventListener('click', swallow, true); + }; + vp.addEventListener('click', swallow, true); + setTimeout(() => vp.removeEventListener('click', swallow, true), 0); + }; + vp.addEventListener('pointerdown', onDown); + vp.addEventListener('pointermove', onMove); + vp.addEventListener('pointerup', onUp); + vp.addEventListener('pointercancel', onUp); + return () => { + vp.removeEventListener('pointerdown', onDown); + vp.removeEventListener('pointermove', onMove); + vp.removeEventListener('pointerup', onUp); + vp.removeEventListener('pointercancel', onUp); + }; + }); + // Double-tap a pending tile recalls it; double-tap any other cell toggles zoom toward // it. A single tap places a selected rack tile (handled by oncell). Drag also auto-zooms // toward a cell the held tile hovers over (handled in Game), so the one-finger native @@ -287,6 +359,9 @@ /* Clamp the pan at the board edge: kill the native rubber-band/overscroll so the zoomed board cannot be dragged past its content into empty space — it just stops at the edge. */ overscroll-behavior: none; + /* The zoom effect drives scrollLeft/Top itself while the board grows/shrinks; turn off the + browser's scroll-anchoring so it does not fight those writes mid-transition. */ + overflow-anchor: none; } /* The query container is the (zoom-scaled) board, so cqw labels scale WITH the board — a magnifying-glass zoom. */ diff --git a/ui/src/game/Game.svelte b/ui/src/game/Game.svelte index 5170c49..40e6f2c 100644 --- a/ui/src/game/Game.svelte +++ b/ui/src/game/Game.svelte @@ -1544,6 +1544,14 @@ .make:disabled { opacity: 0.4; } + /* Landscape: the rack fills a narrow fixed-width panel with exactly seven tile slots, so the 56px + button (sized for the roomy portrait rack) is wider than the single slot a staged tile frees and + overlaps the now-rightmost tile. Match the button to one landscape tile slot (its width formula), + so it sits inside the freed slot with its right edge level with the rack's right edge — the + mirror of the first tile's left edge. */ + .game-land .make { + width: calc((100% - 2 * var(--pad) - 6 * 5px) / 7); + } /* The move-history header: leave (active) / export (finished) on the left, comms on the right, icon-only. Sticky so it stays atop the scrolling move list. */ .hhead { diff --git a/ui/src/game/Rack.svelte b/ui/src/game/Rack.svelte index ec81591..71ce0d4 100644 --- a/ui/src/game/Rack.svelte +++ b/ui/src/game/Rack.svelte @@ -112,12 +112,32 @@ /* Landscape: the rack sits in a fixed-width left panel, so the tiles share the panel width (capped at the portrait size) and shrink below it when the panel is narrow, instead of the viewport-width measure that would overflow seven tiles in a column. */ + .rack.landscape { + /* Size the tile glyphs relative to the rack (the board sizes its labels the same way, on its + .scaler container). The tile is a flex + aspect-ratio item whose OWN container-query size + resolves unreliably, so the rack — which has a definite width — is the query container. A + fixed-rem letter overflowed the tile once it shrank below 46px in a narrow left panel and + dropped into the bottom-left corner. The cqw values track the rack≈7×tile relation. */ + container-type: inline-size; + } .rack.landscape .tile { - flex: 1 1 0; - width: auto; - min-width: 0; + /* Fixed tile size (1/7 of the fixed-width rack, accounting for the six 5px gaps), NOT flex-grow: + so placing a tile leaves the remaining ones put instead of growing them to refill the row — + matching the portrait rack. The constant rack width also keeps the cqw glyphs above steady as + tiles leave. */ + flex: 0 0 auto; + width: calc((100% - 6 * 5px) / 7); max-width: 46px; } + .rack.landscape .letter { + font-size: 6cqw; + } + .rack.landscape .val { + font-size: 3.1cqw; + } + .rack.landscape .star { + font-size: 7.6cqw; + } /* While reordering, tiles at/after the drop slot slide right to open a gap there (one tile width plus the rack gap), so the drop position is visible. */ .rack.reordering .tile { diff --git a/ui/src/lib/i18n/ru.ts b/ui/src/lib/i18n/ru.ts index bbfe5bf..80abbca 100644 --- a/ui/src/lib/i18n/ru.ts +++ b/ui/src/lib/i18n/ru.ts @@ -301,7 +301,7 @@ export const ru: Record = { 'game.exportGcg': 'Экспорт GCG', 'game.gcgActiveOnly': 'Доступно после завершения игры.', 'game.addFriendShort': 'В друзья?', - 'game.blockShort': 'Блокируем?', + 'game.blockShort': 'В бан?', 'time.minutes': '{n} мин', 'time.hours': '{n} ч',