Survive portrait orientation #28

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opened 2026-09-13 17:06:08 +00:00 by icub3d · 0 comments
Owner

AndroidManifest.xml declares android:screenOrientation="landscape", and Android
ignores it. From the spike's logcat:

Ignoring manifest-declared fixed orientation SCREEN_ORIENTATION_LANDSCAPE
of ActivityRecord{... gg.marsh.terraredux ...} since target sdk 36

Android 16+ ignores fixed orientation on large screens. Portrait will happen whether or
not the game wants it, so the UI has to survive it rather than be prevented from
reaching it.

Scope

  • The menu screens reflow. The roster is currently three columns and will not fit.
  • The mission view needs a decision rather than a reflow: a tactical grid in portrait
    has a different usable shape, and the answer may be to adjust the camera framing
    rather than the layout.
  • Related to #26, since insets also change between orientations.

Not in scope

Making portrait good. The bar here is that nothing is unreachable, overlapping, or
clipped — a considered portrait layout is a later question, and may be a reason to
revisit whether the tablet is the target form factor.

Done when

The game can be rotated to portrait and back at any point without crashing, losing
state, or leaving a control unreachable.

`AndroidManifest.xml` declares `android:screenOrientation="landscape"`, and Android ignores it. From the spike's logcat: ``` Ignoring manifest-declared fixed orientation SCREEN_ORIENTATION_LANDSCAPE of ActivityRecord{... gg.marsh.terraredux ...} since target sdk 36 ``` Android 16+ ignores fixed orientation on large screens. Portrait will happen whether or not the game wants it, so the UI has to survive it rather than be prevented from reaching it. ## Scope - The menu screens reflow. The roster is currently three columns and will not fit. - The mission view needs a decision rather than a reflow: a tactical grid in portrait has a different usable shape, and the answer may be to adjust the camera framing rather than the layout. - Related to #26, since insets also change between orientations. ## Not in scope Making portrait *good*. The bar here is that nothing is unreachable, overlapping, or clipped — a considered portrait layout is a later question, and may be a reason to revisit whether the tablet is the target form factor. ## Done when The game can be rotated to portrait and back at any point without crashing, losing state, or leaving a control unreachable.
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