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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@@ -90,8 +90,10 @@ screen-design judge before any model/texture changes. No gameplay rules change.
top-modal close path, menu/settings return handling and pointer recapture are
recorded in `docs/ui-copy.md`; session smoke covers menu Settings, Help
right-click and pause Settings.)
- [ ] Test buttons at minimum/maximum HUD font scale and with 1.5–2× longer
strings; fix clipping, overflow and overlapping layouts.
- [x] Test buttons at minimum/maximum HUD font scale and with 1.5–2× longer
strings; fix clipping, overflow and overlapping layouts. (Target chip now
measures/caps scaled text, HUD top labels clip, and action buttons ellipsize;
regression checks are in `test_accessibility.gd` and `test_ui_buttons.gd`.)
- [ ] Test destructive/irreversible actions (campaign reset, tutorial replay,
emergency send) require the intended confirmation/hold and cannot double-fire.
- [ ] Verify radio normal-send vs emergency hold, inspection/wand allow/deny,