Use 100vh and the viewport-fit toggle for the installed app

Researched it instead of guessing again. Launched from the homescreen, WebKit
resolves the DYNAMIC viewport and every env() inset once against a provisional
geometry and does not revisit them until the geometry is "exercised" — a
rotation. That is the whole bug, and it also explains why listening for a signal
could never fix it: nothing fires, so there is nothing to observe.

Two known workarounds, both applied. Standalone has no toolbars, so 100vh is
correct AND stable from the first frame — dvh only exists for the browser's
disappearing toolbars, so it now applies only there. And toggling viewport-fit
off and back on at boot forces WebKit to recalculate, without the user rotating
anything.

Countdown moved up off the ad boards — the strip's own projected line is its
ceiling now, so it stays in the stands whatever the phone does to the layout,
with a 1px shadow to carry it over the crowd.

Sources: gist.github.com/fozzedout/5e77925381991a9570151550992baf14

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
wuwiandClaude Opus 5 committed 2026-07-31 09:32:36 +02:00
1 parent 9a4d921706
commit 614e1ee469
3 files changed
+33 -7

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+9 -1
View File
@@ -46,6 +46,14 @@
width: calc(100vw - env(safe-area-inset-left, 0px) - env(safe-area-inset-right, 0px));
height: calc(100vh - env(safe-area-inset-top, 0px));
height: calc(100dvh - env(safe-area-inset-top, 0px)); }
/* ...but NOT installed. Launched from the homescreen, WebKit does not initialise the DYNAMIC
viewport until the geometry is "exercised" — 100dvh stays provisional until you rotate the
phone, which is exactly the bug. Standalone has no toolbars, so 100vh is both correct and
stable from the first frame; dvh only exists for the browser's disappearing toolbars. */
@media (display-mode: standalone) {
html { height: 100vh; }
canvas { height: calc(100vh - env(safe-area-inset-top, 0px)); }
}
/* desktop key hint — up in the empty top-right corner now that the rack owns the bottom edge */
#hint { position: fixed; top: 6px; right: 10px; text-align: right;
font: 400 10px Silkscreen, monospace; color: #6b7688; }
@@ -89,6 +97,6 @@
<p id="build"></p>
</div>
</div>
<script type="module" src="main.js?v=53"></script>
<script type="module" src="main.js?v=54"></script>
</body>
</html>
+11
View File
@@ -21,6 +21,17 @@ function frame(now) {
}
fitViewport();
// iOS PWA cold start. Launched from the homescreen, WebKit resolves the viewport AND every env()
// safe-area inset once, against a provisional geometry, and never revisits them until the geometry
// is "exercised" — which is why the game only filled the screen after a rotate and back, and why
// waiting for an event could never work: nothing fires. Toggling viewport-fit off and on is the
// known WebKit workaround: it forces that recalculation without the user rotating anything.
// Standalone only, because that is the only mode with the bug.
if (navigator.standalone || matchMedia('(display-mode: standalone)').matches) {
const meta = document.querySelector('meta[name=viewport]'), real = meta.content;
meta.content = real.replace('viewport-fit=cover', 'viewport-fit=auto');
requestAnimationFrame(() => { meta.content = real; requestAnimationFrame(fitViewport); });
}
setupPoint();
// warm the pixel HUD font so the canvas never paints a system-serif fallback frame
if (document.fonts) { document.fonts.load('700 8px Silkscreen'); document.fonts.load('400 8px Silkscreen'); }
+13 -6
View File
@@ -633,6 +633,7 @@ function drawModal(m) {
}
// ------------------------------------------------------------------ frame ----
const AD_H = 14; // px tall the courtside ad strip is drawn — also the ceiling for centred HUD text
export function render() {
ctx.setTransform(RES, 0, 0, RES, 0, 0); // logical W x H coordinates at RES density
// ease the aim camera FIRST, before anything projects — one camera per frame (see proj)
@@ -655,7 +656,7 @@ export function render() {
// pinning to that projected line keeps the boards clear of the lawn in BOTH orientations
// (a fixed baseline offset over-/under-shoots because camF differs portrait vs landscape).
const standsBottom = proj(0, 0, -6).y;
const adH = 14, crowdH = standsBottom - adH + 2;
const crowdH = standsBottom - AD_H + 2;
const crowdImg = SPR['x_crowd'];
if (crowdImg) {
// Applause is a real TWO-FRAME animation now: x_crowd is the seated sheet, x_crowd2 the same
@@ -684,9 +685,9 @@ export function render() {
// courtside advertising: tiled sponsor panels at native aspect (never half-cut text)
const ads = SPR['x_ads'];
if (ads) {
const tw = ads.width * (adH / ads.height);
for (let x = 0; x < W; x += tw) ctx.drawImage(ads, x, standsBottom - adH, tw, adH);
} else { ctx.fillStyle = pal.board; ctx.fillRect(0, standsBottom - adH, W, adH); }
const tw = ads.width * (AD_H / ads.height);
for (let x = 0; x < W; x += tw) ctx.drawImage(ads, x, standsBottom - AD_H, tw, AD_H);
} else { ctx.fillStyle = pal.board; ctx.fillRect(0, standsBottom - AD_H, W, AD_H); }
// the rot dims the stadium: one tint over crowd + boards, fading home during duels
// the rot dims the stadium — but 0.5 on top of an already-dark crowd sheet buried the stands in
// splatter mode, where you spend most of the game. 0.26 still reads as "the lights went wrong".
@@ -943,8 +944,14 @@ export function render() {
G.phase === 'over' ? G.overT : 0,
G.interlude ? G.interlude.introT : 0);
if (waitT > 0.5) {
ctx.font = F(10); ctx.fillStyle = hexA(UI.warm, 0.85);
ctx.fillText('RESUMING IN ' + Math.ceil(waitT), W / 2, Math.round(H * 0.4)); // out in the open, not tucked under the HUD
// Kept clear of the ad strip — centred on H alone it landed right on the boards, which is the
// busiest band on the screen. The strip's own projected line is the ceiling, so it stays legible
// whatever the phone's height does to the layout. A 1px shadow, not a box, carries it over the crowd.
const txt = 'RESUMING IN ' + Math.ceil(waitT);
const y = Math.min(Math.round(H * 0.34), Math.round(proj(0, 0, -6).y) - AD_H - 16);
ctx.font = F(10);
ctx.fillStyle = 'rgba(0,0,0,0.55)'; ctx.fillText(txt, W / 2 + 1, y + 1);
ctx.fillStyle = hexA(UI.warm, 0.92); ctx.fillText(txt, W / 2, y);
}
if (G.phase === 'pretoss' && score.server === 'P' && G.mode !== 'eaten' && !G.horde && !(G.mgT > 0) && !G.aim && waitT <= 0.5) { // while pulling, the draw meter owns this slot
ctx.fillStyle = UI.warm; ctx.font = F(8);