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bf3f565dd0 | ||
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ec1a65c89c |
+18
-3
@@ -61,6 +61,14 @@ make some moves, force-quit from the task switcher and reopen — everything
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should come back, paused. That is the check that proves the app's storage is
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should come back, paused. That is the check that proves the app's storage is
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working, and it fails silently rather than loudly.
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working, and it fails silently rather than loudly.
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**Let the turn run at least 40 seconds before you quit.** This is the whole
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check, and doing it any faster proves nothing: for the first 12 seconds of a
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turn the delay absorbs everything and the reserve clock is *supposed* to sit
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still, so a clock that has lost its place looks exactly like one that hasn't.
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Quit well past the delay and the time must come back lower than it was at the
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turn switch — and the delay counter must not be sitting at a full 12. That is
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how a broken save hid from this check from 1.0 to 1.3.
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## 5. Commit, tag, push
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## 5. Commit, tag, push
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```bash
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```bash
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@@ -116,9 +124,16 @@ python3 tools/screenshots.py
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|
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||||||
That rewrites all five in
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That rewrites all five in
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`fastlane/metadata/android/en-US/images/phoneScreenshots/` at 1170×2532. They
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`fastlane/metadata/android/en-US/images/phoneScreenshots/` at 1170×2532. They
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are rendered from `public_html/index.html` with headless Chromium, not taken on
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are rendered from `public_html/index.html` with headless Chromium rather than
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a phone, so they reproduce exactly — anything that changes the look of the app
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taken on a phone, so anything that changes the look of the app is a reason to
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is a reason to re-run it.
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re-run it.
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**Near-exact, not exact.** Two runs of identical code differ by a few bytes in
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shots 1 and 4: a 4×13 pixel sliver at the delay bar's fill edge, where the
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`scaleX` boundary lands mid-pixel and the rasteriser rounds it differently from
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one run to the next. Max channel difference 11, invisible. So a `git diff` after
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re-running is not evidence that anything changed — compare the pixels before
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believing it, and `git checkout` the files back if that sliver is all it is.
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The script sets each scene by seeding `localStorage` before the app boots, so
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The script sets each scene by seeding `localStorage` before the app boots, so
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the app renders its own saved state rather than having the DOM poked from
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the app renders its own saved state rather than having the DOM poked from
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@@ -12,8 +12,8 @@ android {
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applicationId = "nl.hansdezwart.bgclock"
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applicationId = "nl.hansdezwart.bgclock"
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minSdk = 26
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minSdk = 26
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targetSdk = 36
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targetSdk = 36
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versionCode = 3
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versionCode = 5
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versionName = "1.2"
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versionName = "1.4"
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}
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}
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compileOptions {
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compileOptions {
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@@ -121,8 +121,15 @@ public class MainActivity extends Activity {
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}
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}
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}
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}
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// forwarded so the page's visibilitychange fires — that is what calls
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// Forwarded so the WebView stops its timers, animations and audio while the
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// saveGame() and nudges the audio context back after backgrounding
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// app is in the background, and picks them up again on return.
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//
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// This does NOT drive the page's visibilitychange — an earlier comment here
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// claimed it did, and the saved match quietly depended on that being true.
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// Document visibility follows the WebView's view and window visibility, not
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// this call, so the page can be killed without ever hearing about it. The
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// page no longer relies on being told: it writes the match to localStorage
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// once a second while a clock is running.
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@Override
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@Override
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protected void onPause() {
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protected void onPause() {
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super.onPause();
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super.onPause();
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@@ -0,0 +1,4 @@
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|
Resetting the clock is now a press and hold rather than two taps. The ring
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around the button fills while you hold it, and springs back if you let go
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early, so the button explains itself. A short sound confirms the reset when
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sound is on.
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@@ -0,0 +1,4 @@
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Fixes a match not coming back correctly after the app is force-quit. The clock
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returned to where it stood at the last turn change, losing the time spent on
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the turn that was interrupted. The match is now written down once a second
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while a clock is running, so at most a second can be lost.
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+160
-25
@@ -209,26 +209,73 @@
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.btn--vacant{visibility:hidden}
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.btn--vacant{visibility:hidden}
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.btn:focus-visible{outline:2px solid var(--icon-hot);outline-offset:-6px;border-radius:8px}
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.btn:focus-visible{outline:2px solid var(--icon-hot);outline-offset:-6px;border-radius:8px}
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/* reset armed for a second tap — the ring unwinds over the same 2s as the timeout */
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/* Reset confirms two different ways, because the two input methods can't share
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one. A finger holds the button and the ring fills under it; lifting early
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springs the ring back, which is the only way to say "keep going" without
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words — and the bar carries no words by design, since it is shared by two
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|
players sitting opposite each other. Keyboard and assistive activation
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|
can't hold, so they keep the older two-presses-within-2s, where the ring
|
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|
drains to show the window closing. */
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#reset{position:relative}
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#reset{position:relative}
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#reset.armed{color:var(--icon-hot)}
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#reset.armed,#reset.holding{color:var(--icon-hot)}
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#reset .ring{
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#reset .ring{
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position:absolute;
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position:absolute;
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top:50%;left:50%;
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top:50%;left:50%;
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width:clamp(36px,9.6vw,48px);height:clamp(36px,9.6vw,48px);
|
/* As big as the bar will take, so a thumb can't cover it: the button is the
|
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|
bar's full height, leaving 4px of dark above and below. width:auto is
|
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|
load-bearing — .btn svg sets a width for the icons, and inheriting it here
|
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|
would give the ring that width against this height and draw an ellipse.
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|
It ends up a few px wider than the button's own slot, which is only ever
|
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|
empty space; the neighbouring glyph stays a good 12px clear. */
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height:calc(100% - 8px);
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width:auto;
|
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aspect-ratio:1;
|
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transform:translate(-50%,-50%) rotate(-90deg); /* start the arc at 12 o'clock */
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transform:translate(-50%,-50%) rotate(-90deg); /* start the arc at 12 o'clock */
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display:none;
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opacity:0;
|
||||||
|
/* Hiding waits out the spring-back, then fades. display:none here would cut
|
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|
the retreat off at the instant the finger lifts, and that retreat is the
|
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|
whole reason the gesture teaches itself. The 120ms is a real duration on
|
||||||
|
purpose: a 0s transition with a delay is allowed to be treated as no
|
||||||
|
transition at all, which would take the delay with it. */
|
||||||
|
transition:opacity 120ms linear 180ms;
|
||||||
pointer-events:none;
|
pointer-events:none;
|
||||||
}
|
}
|
||||||
#reset.armed .ring{display:block}
|
/* appearing is instant — no duration, no delay */
|
||||||
|
#reset.armed .ring,#reset.holding .ring{opacity:1;transition:none}
|
||||||
|
|
||||||
#reset .ring circle{
|
#reset .ring circle{
|
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fill:none;
|
fill:none;
|
||||||
stroke:currentColor; /* the same flash the buttons use */
|
/* user units, so it scales with the ring: 2 of 40 lands between 2.5 and
|
||||||
stroke-width:2.6;
|
3.4 real px across phone sizes, a shade heavier than the icon strokes
|
||||||
|
because this one has to read past a thumb */
|
||||||
|
stroke-width:2;
|
||||||
|
}
|
||||||
|
/* the whole circle, dim, there from the moment the finger lands: it shows how
|
||||||
|
far there is to go, which an arc growing out of nothing cannot */
|
||||||
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#reset .ring-track{stroke:var(--icon)}
|
||||||
|
/* and the bright arc that covers it, from 12 o'clock clockwise */
|
||||||
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#reset .ring-fill{
|
||||||
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stroke:var(--icon-hot);
|
||||||
stroke-linecap:round;
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stroke-linecap:round;
|
||||||
stroke-dasharray:113.1; /* 2πr, r=18 */
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stroke-dasharray:113.1; /* 2πr, r=18 */
|
||||||
animation:unwind 2s linear forwards;
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stroke-dashoffset:113.1; /* empty */
|
||||||
|
/* The spring back. 180ms is the ceiling, not the figure: reversing a
|
||||||
|
transition part-way shortens it in proportion, so letting go at 41% takes
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||||||
|
74ms, and the arc never spends longer retreating than it spent filling.
|
||||||
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The dim track outlasts it either way — the ring holds for 180ms and then
|
||||||
|
fades, so even a stray tap shows a whole circle appear and go, which is
|
||||||
|
what says there was something to finish. */
|
||||||
|
transition:stroke-dashoffset 180ms ease-out;
|
||||||
}
|
}
|
||||||
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#reset.holding .ring-fill{
|
||||||
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stroke-dashoffset:0;
|
||||||
|
transition-duration:975ms; /* keep in step with HOLD_MS */
|
||||||
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transition-timing-function:linear;
|
||||||
|
}
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||||||
|
/* the keyboard path: a full ring draining over the 2s window. An animation
|
||||||
|
beats a transition on the same property, which is fine here only because
|
||||||
|
.armed and .holding are never set at once. */
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||||||
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#reset.armed .ring-fill{animation:unwind 2s linear forwards}
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||||||
@keyframes unwind{
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@keyframes unwind{
|
||||||
from{stroke-dashoffset:0}
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from{stroke-dashoffset:0}
|
||||||
to{stroke-dashoffset:113.1}
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to{stroke-dashoffset:113.1}
|
||||||
@@ -362,6 +409,13 @@
|
|||||||
|
|
||||||
@media (prefers-reduced-motion:reduce){
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@media (prefers-reduced-motion:reduce){
|
||||||
*{transition-duration:.01ms!important}
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*{transition-duration:.01ms!important}
|
||||||
|
/* ...except the reset ring, which reports how far through the hold you are.
|
||||||
|
Collapsing it would fill the ring the instant you touched the button and
|
||||||
|
tell you it was done 650ms before it was. This one is state, not
|
||||||
|
decoration. Higher specificity than the * above, so it wins despite both
|
||||||
|
being !important. */
|
||||||
|
#reset .ring-fill{transition-duration:180ms!important}
|
||||||
|
#reset.holding .ring-fill{transition-duration:975ms!important}
|
||||||
}
|
}
|
||||||
</style>
|
</style>
|
||||||
</head>
|
</head>
|
||||||
@@ -387,8 +441,12 @@
|
|||||||
</section>
|
</section>
|
||||||
|
|
||||||
<div class="bar">
|
<div class="bar">
|
||||||
<button class="btn" id="reset" aria-label="Reset clock">
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<button class="btn" id="reset" aria-label="Reset clock, hold to confirm">
|
||||||
<svg class="ring" viewBox="0 0 40 40" aria-hidden="true"><circle cx="20" cy="20" r="18"/></svg>
|
<!-- ring-track/ring-fill, not track/fill: those two are the delay bar's -->
|
||||||
|
<svg class="ring" viewBox="0 0 40 40" aria-hidden="true">
|
||||||
|
<circle class="ring-track" cx="20" cy="20" r="18"/>
|
||||||
|
<circle class="ring-fill" cx="20" cy="20" r="18"/>
|
||||||
|
</svg>
|
||||||
<svg viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2.2" stroke-linecap="round" stroke-linejoin="round">
|
<svg viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2.2" stroke-linecap="round" stroke-linejoin="round">
|
||||||
<path d="M20 6v6h-6"/><path d="M20 12a8 8 0 1 0-2.3 5.3"/>
|
<path d="M20 6v6h-6"/><path d="M20 12a8 8 0 1 0-2.3 5.3"/>
|
||||||
</svg>
|
</svg>
|
||||||
@@ -717,6 +775,15 @@
|
|||||||
tone(659.25, 0.16, 0.20, 0.24, "triangle", false);
|
tone(659.25, 0.16, 0.20, 0.24, "triangle", false);
|
||||||
tone(440, 0.32, 0.55, 0.26, "triangle", true);
|
tone(440, 0.32, 0.55, 0.26, "triangle", true);
|
||||||
}
|
}
|
||||||
|
// the flag's mirror: the same triad rising, and quicker — a fresh start.
|
||||||
|
// Deliberately not another rising fifth; sndSwap owns that shape and plays on
|
||||||
|
// every single handover, so nothing else may sound like it.
|
||||||
|
function sndReset(){
|
||||||
|
if(!cfg.sound) return;
|
||||||
|
tone(523.25, 0.00, 0.16, 0.20, "triangle", false);
|
||||||
|
tone(659.25, 0.07, 0.16, 0.20, "triangle", false);
|
||||||
|
tone(783.99, 0.14, 0.40, 0.22, "triangle", true);
|
||||||
|
}
|
||||||
|
|
||||||
/* ============ helpers ============ */
|
/* ============ helpers ============ */
|
||||||
function elapsed(){
|
function elapsed(){
|
||||||
@@ -925,16 +992,19 @@
|
|||||||
|
|
||||||
// clocks back to full for the match length; the score is not this function's business
|
// clocks back to full for the match length; the score is not this function's business
|
||||||
function resetClocks(){
|
function resetClocks(){
|
||||||
disarm();
|
cancelHold();
|
||||||
st.reserve = [matchTime(), matchTime()];
|
st.reserve = [matchTime(), matchTime()];
|
||||||
newGame();
|
newGame();
|
||||||
saveGame();
|
saveGame();
|
||||||
}
|
}
|
||||||
|
|
||||||
// the Reset button — a whole new match
|
// the Reset button — a whole new match. The sound lives here rather than in
|
||||||
|
// resetClocks(), which the settings sheet also calls: changing the match
|
||||||
|
// length shouldn't sound like a reset.
|
||||||
function resetAll(){
|
function resetAll(){
|
||||||
st.score = [0, 0];
|
st.score = [0, 0];
|
||||||
resetClocks();
|
resetClocks();
|
||||||
|
sndReset();
|
||||||
}
|
}
|
||||||
|
|
||||||
function clampScore(){
|
function clampScore(){
|
||||||
@@ -981,26 +1051,88 @@
|
|||||||
if(st.phase === PAUSE && st.active < 0) st.phase = IDLE; // can't be mid-turn with no turn
|
if(st.phase === PAUSE && st.active < 0) st.phase = IDLE; // can't be mid-turn with no turn
|
||||||
}
|
}
|
||||||
|
|
||||||
// the only hooks iOS reliably fires before killing an app
|
// The hooks iOS fires before killing an app. Android's WebView is the problem
|
||||||
|
// child: neither of these is guaranteed there, whatever MainActivity's
|
||||||
|
// onPause() forwarding suggests, and when they don't fire the newest save is
|
||||||
|
// the one tap() wrote — which carries held ≈ 0, because tap() sets turnAt and
|
||||||
|
// saves in the same breath. Reopening then hands back the entire turn, and
|
||||||
|
// the bug hides in plain sight: quit inside the delay window and a clock that
|
||||||
|
// correctly hasn't moved looks exactly like a clock that lost its place.
|
||||||
document.addEventListener("visibilitychange", function(){
|
document.addEventListener("visibilitychange", function(){
|
||||||
if(document.visibilityState === "hidden") saveGame();
|
if(document.visibilityState === "hidden") saveGame();
|
||||||
});
|
});
|
||||||
window.addEventListener("pagehide", saveGame);
|
window.addEventListener("pagehide", saveGame);
|
||||||
|
// a different signal from visibilitychange, and it does fire when Android's
|
||||||
|
// task switcher opens. saveGame() is idempotent, so an extra call is free
|
||||||
|
window.addEventListener("blur", saveGame);
|
||||||
|
|
||||||
/* reset needs two taps within 2s — one stray tap can't wipe a live game */
|
// and the one that doesn't depend on being told anything: a second is the
|
||||||
var armT = null;
|
// most a force-quit can now cost, which is well inside the delay nobody is
|
||||||
function disarm(){
|
// charged for. A timer rather than a hook in loop(), because rAF stops when
|
||||||
|
// the page is hidden — exactly when this matters most.
|
||||||
|
setInterval(function(){ if(st.phase === RUN) saveGame(); }, 1000);
|
||||||
|
|
||||||
|
/* Reset is a hold, not a tap. It used to be two taps inside 2s, and a test
|
||||||
|
user found the button, tapped it once and gave up — which is exactly what
|
||||||
|
the old feedback invited, since a draining ring reads as "wait", not "press
|
||||||
|
me again". There is no wordless way to say "do that again"; there is a very
|
||||||
|
well-worn one for "keep holding", and letting go early springs the ring
|
||||||
|
back, which teaches the gesture without a word in the bar.
|
||||||
|
|
||||||
|
A stray 650ms hold is also far less likely than two stray taps in 2s, so
|
||||||
|
the live game it was guarding is better guarded than before. */
|
||||||
|
var HOLD_MS = 975; // keep in step with the .holding transition
|
||||||
|
var SLOP = 12; // px a press may drift and still count; also the panels'
|
||||||
|
var holdT = null, armT = null, holdDown = null;
|
||||||
|
|
||||||
|
function cancelHold(){
|
||||||
|
if(holdT){ clearTimeout(holdT); holdT = null; }
|
||||||
if(armT){ clearTimeout(armT); armT = null; }
|
if(armT){ clearTimeout(armT); armT = null; }
|
||||||
|
holdDown = null;
|
||||||
|
btnReset.classList.remove("holding");
|
||||||
btnReset.classList.remove("armed");
|
btnReset.classList.remove("armed");
|
||||||
btnReset.setAttribute("aria-label", "Reset clock");
|
btnReset.setAttribute("aria-label", "Reset clock, hold to confirm");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
btnReset.addEventListener("pointerdown", function(ev){
|
||||||
|
ev.preventDefault();
|
||||||
|
audio(); // unlocking on the press is a valid gesture, and earlier is better
|
||||||
|
cancelHold();
|
||||||
|
holdDown = { id: ev.pointerId, x: ev.clientX, y: ev.clientY };
|
||||||
|
// so the lift still lands here if the finger drifts off the button
|
||||||
|
try{ btnReset.setPointerCapture(ev.pointerId); }catch(e){}
|
||||||
|
btnReset.classList.add("holding");
|
||||||
|
holdT = setTimeout(function(){
|
||||||
|
cancelHold(); // before, not after: resetAll() hides this button
|
||||||
|
resetAll();
|
||||||
|
}, HOLD_MS);
|
||||||
|
});
|
||||||
|
|
||||||
|
btnReset.addEventListener("pointermove", function(ev){
|
||||||
|
var d = holdDown;
|
||||||
|
if(!d || ev.pointerId !== d.id) return;
|
||||||
|
// a finger that has travelled this far was on its way somewhere else
|
||||||
|
if(Math.abs(ev.clientX - d.x) > SLOP || Math.abs(ev.clientY - d.y) > SLOP) cancelHold();
|
||||||
|
});
|
||||||
|
|
||||||
|
function endHold(ev){
|
||||||
|
if(holdDown && ev.pointerId !== holdDown.id) return;
|
||||||
|
cancelHold(); // the spring back is the whole lesson
|
||||||
|
}
|
||||||
|
btnReset.addEventListener("pointerup", endHold);
|
||||||
|
btnReset.addEventListener("pointercancel", endHold);
|
||||||
|
|
||||||
|
/* The keyboard and switch path, which can't hold: two presses inside 2s, as
|
||||||
|
the whole button used to work. detail is 0 only for activation that didn't
|
||||||
|
come from a pointer — touch and mouse were dealt with above, and the click
|
||||||
|
trailing their press must not arm anything. */
|
||||||
function armReset(){
|
function armReset(){
|
||||||
if(armT){ disarm(); resetAll(); return; } // second tap inside the window
|
if(armT){ cancelHold(); resetAll(); return; } // second press inside the window
|
||||||
btnReset.classList.remove("armed");
|
btnReset.classList.remove("armed");
|
||||||
void btnReset.offsetWidth; // restart the drain animation
|
void btnReset.offsetWidth; // restart the drain animation
|
||||||
btnReset.classList.add("armed");
|
btnReset.classList.add("armed");
|
||||||
btnReset.setAttribute("aria-label", "Tap again to reset");
|
btnReset.setAttribute("aria-label", "Press again to reset");
|
||||||
armT = setTimeout(disarm, 2000);
|
armT = setTimeout(cancelHold, 2000);
|
||||||
}
|
}
|
||||||
|
|
||||||
/* ============ theme ============ */
|
/* ============ theme ============ */
|
||||||
@@ -1135,7 +1267,7 @@
|
|||||||
// can reach the timer controls once the match is under way
|
// can reach the timer controls once the match is under way
|
||||||
if(!matchPristine()) return;
|
if(!matchPristine()) return;
|
||||||
pauseNow(); // nobody's clock runs while a sheet is open
|
pauseNow(); // nobody's clock runs while a sheet is open
|
||||||
disarm();
|
cancelHold();
|
||||||
paintSettings();
|
paintSettings();
|
||||||
openSheet(sheet);
|
openSheet(sheet);
|
||||||
});
|
});
|
||||||
@@ -1175,7 +1307,7 @@
|
|||||||
// set themselves survives
|
// set themselves survives
|
||||||
resumeOnClose = (st.phase === RUN);
|
resumeOnClose = (st.phase === RUN);
|
||||||
pauseNow();
|
pauseNow();
|
||||||
disarm();
|
cancelHold();
|
||||||
// seed from what the panels are showing, not from the banked reserve — for
|
// seed from what the panels are showing, not from the banked reserve — for
|
||||||
// the interrupted turn those differ by the delay already spent
|
// the interrupted turn those differ by the delay already spent
|
||||||
edit = { score: st.score.slice(), time: [shownTime(0), shownTime(1)] };
|
edit = { score: st.score.slice(), time: [shownTime(0), shownTime(1)] };
|
||||||
@@ -1230,7 +1362,10 @@
|
|||||||
closeScore();
|
closeScore();
|
||||||
});
|
});
|
||||||
|
|
||||||
btnReset.addEventListener("click", armReset);
|
btnReset.addEventListener("click", function(ev){
|
||||||
|
if(ev.detail !== 0) return; // the tail of a press we already handled
|
||||||
|
armReset();
|
||||||
|
});
|
||||||
btnPlay.addEventListener("click", togglePause);
|
btnPlay.addEventListener("click", togglePause);
|
||||||
|
|
||||||
/* ============ panel taps ============ */
|
/* ============ panel taps ============ */
|
||||||
@@ -1238,8 +1373,8 @@
|
|||||||
// would steal the turn from Android's swipe-up-from-the-bottom gesture: the
|
// would steal the turn from Android's swipe-up-from-the-bottom gesture: the
|
||||||
// bottom panel owns that edge, and starting a swipe home is a finger landing.
|
// bottom panel owns that edge, and starting a swipe home is a finger landing.
|
||||||
// A swipe travels past SLOP, or the system claims it and we get pointercancel
|
// A swipe travels past SLOP, or the system claims it and we get pointercancel
|
||||||
// instead of a lift. Either way there's no turn change.
|
// instead of a lift. Either way there's no turn change. (SLOP is declared
|
||||||
var SLOP = 12; // px of travel a press may drift and still count
|
// with the reset hold, which measures drift the same way.)
|
||||||
var wantFullscreen = true;
|
var wantFullscreen = true;
|
||||||
panels.forEach(function(p){
|
panels.forEach(function(p){
|
||||||
var down = null;
|
var down = null;
|
||||||
|
|||||||
+1
-1
@@ -1,5 +1,5 @@
|
|||||||
/* Cache-first: once installed the clock never touches the network again. */
|
/* Cache-first: once installed the clock never touches the network again. */
|
||||||
const CACHE = "bgclock-v18";
|
const CACHE = "bgclock-v20";
|
||||||
const FILES = [
|
const FILES = [
|
||||||
"./",
|
"./",
|
||||||
"./index.html",
|
"./index.html",
|
||||||
|
|||||||
@@ -3,9 +3,14 @@
|
|||||||
|
|
||||||
python3 tools/screenshots.py
|
python3 tools/screenshots.py
|
||||||
|
|
||||||
They are rendered, not photographed, so they reproduce exactly and can be
|
They are rendered rather than photographed, so they can be redone whenever the
|
||||||
redone whenever the UI changes. Output is 1170x2532 — 390x844 CSS pixels at
|
UI changes. Output is 1170x2532 — 390x844 CSS pixels at device scale 3, an
|
||||||
device scale 3, an iPhone-sized frame that F-Droid is happy with.
|
iPhone-sized frame that F-Droid is happy with.
|
||||||
|
|
||||||
|
Near-exact, not exact: two runs of identical code differ by a 4x13 pixel sliver
|
||||||
|
at the delay bar's fill edge, where the scaleX boundary lands mid-pixel and the
|
||||||
|
rasteriser rounds it differently. Invisible, but it means a non-empty git diff
|
||||||
|
after re-running proves nothing on its own.
|
||||||
|
|
||||||
Three things bite, and all three fail quietly rather than loudly:
|
Three things bite, and all three fail quietly rather than loudly:
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user