Harden UI layout for font scale and long strings
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- Measure and cap the HUD target chip after each font-scale change; clip HUD top labels.
- Ellipsize long action-button labels so panels cannot grow past the viewport.
- Add accessibility/button layout assertions and refresh the gallery captures.
- Record the font/layout pass in TODO, docs, changelog and memory.
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Gig Line Dev committed 2026-11-02 16:23:46 +01:00
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@@ -61,6 +61,11 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
gallery is 13 good / 0 bad, the screen-design judge is 13/13 and a clean
portrait measured a 0.732 vision gap against the photoreal concept. No
release build, version bump or tag was created at this gate.
- **Font/layout limits (2026-11-02):** HUD scale is clamped to 0.75–1.75 and only
applies to HUD labels. `Hud.set_target_label()` measures the scaled font, widens
the chip to 180–420 px and re-measures after a scale change; top labels clip.
`UiStyles.apply_button()` sets `clip_text` + ellipsis so long localized labels
cannot force a panel past the viewport. Do not replace these with Control.scale.
- **Modal close (2026-11-02):** `GameManager._close_top_modal()` is the single
Esc/right-click path for radial, inspection, wand, radio, timeline, Help,
Settings, Pause and review. Settings remembers whether it came from the menu and