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feat(football-scoreboard): opt-in adaptive layout + core element-style resolver (v2.8.2)#186

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feat(football-scoreboard): opt-in adaptive layout + core element-style resolver (v2.8.2)#186
ChuckBuilds wants to merge 7 commits into
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feat/football-adaptive-layout

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Summary

Verification

  • Byte-identical old-vs-new across 5 configs x 5 sizes x 3 game states (75 comparisons) + full safety harness.
  • Adaptive goldens in `test/golden-adaptive/`; 30 tests in the adaptive/scroll suites.
  • Tested on real hardware (192x48 devpi).

🤖 Generated with Claude Code

https://claude.ai/code/session_01FqzC1nzTWL4kaqgMaQZFam

Chuck and others added 7 commits July 11, 2026 10:21
Point authors at the adaptive layout system, the dev server's All Sizes
gallery, the harness fill-check warnings, and the manifest design_size /
strict fill_check opt-ins.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Add layout_mode: "classic" | "adaptive" (default classic — rendering is
byte-identical to 2.7.0 unless the user opts in; the celebration goldens
prove the classic path in CI). Adaptive mode renders game cards via the
core adaptive layout system: scoreboard_regions() replaces the magic
y=1 / y=H-7 / H//2-3 coordinates, fonts ladder-fit per region (32px score
on a 256x128 vs the fixed 10px), and logos fit via crop-to-ink
fill-height with size-keyed caching.

User customization is preserved in adaptive mode: explicitly configured
customization.<element>.font/font_size win over the ladder, and
customization.layout.<element> x/y offsets translate the computed regions
as a final step (adaptive also honors these offsets in scroll mode, which
classic scroll never did — noted in the changelog). Semantic colors
(redzone red, touchdown gold) pass through unchanged.

Switch mode (live/recent/upcoming) delegates to the shared GameRenderer
when adaptive, so switch + scroll + celebration share one adaptive
implementation; older cores without src.adaptive_layout silently keep the
classic layout. Manifest declares display.design_size 128x32.

Revert path: set layout_mode back to "classic" in config (no reinstall),
roll back to 2.7.0 in the store, or git-revert this single commit.

Tests: test_adaptive_layout_mode.py — classic-unchanged byte-identity,
ladder scale-up, user font/offset precedence, semantic colors, and
adaptive goldens at 128x32/128x64/256x128 in test/golden-adaptive/.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…daptive mode (v2.8.1)

Two bugs found while reviewing real renders of the beta adaptive layout:

1. Blurry text: ADAPTIVE_LADDER_HEADLINE included press_start@10px/12px
   (not multiples of PressStart2P's 8px design grid -- 18-30% antialiased)
   and ADAPTIVE_LADDER_TEXT fell back to '5by7.regular'@8px (antialiased
   at every size tested) with '4x6-font' at 6px instead of its actual
   crisp 7px. All fixed; both ladders now only contain rungs verified at
   0% antialiasing (measure_font_crispness, new TestLadderCrispness).

2. Score overlapping logos on large panels: _fit_element always picked
   the largest crisp font that fit its own region. On a big panel the
   score's region has generous room while the logos scale by a fixed
   geometry factor (px()) -- maximizing let the score balloon large
   enough to visually collide with the logos next to it (most visible on
   96x48 and other squarish/tall panels where the text bands span the
   full card width). Switched to the new core fit_text_proportional():
   target size = classic's fixed size (score=10/status=8/detail=6) times
   the panel's scale factor, capped at the largest rung that still fits.
   256x128 score is now 16px (proportional) instead of 32px (maximized) --
   still 3.2x classic's fixed 10px, still crisp, no longer overlapping.

Regenerated test/golden-adaptive/ to match; test_adaptive_text_scales_up_on_big_panels
updated to assert the new deterministic proportional value.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
… logos

_fit_element's proportional target used LayoutContext's default self.scale
(min of width_ratio, height_ratio) — conservative and correct for content
whose aspect ratio matters, but the card's own logo_slot already scales
by height alone (min(height, width // 2)). On a panel that only grows
taller (128x32 -> 128x64), self.scale stays 1.0 since width didn't grow,
so score/status/detail text barely grew while the logos next to it
doubled -- text read as under-scaled relative to the rest of the card.

Uses the new core fit_text_proportional(..., scale=height/design_height)
override so text tracks the same axis the logos do.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…er-reserve fix

No plugin code changed here -- game_renderer.py is untouched. The fix
lives entirely in LEDMatrix core's scoreboard_regions() (logo slots now
reserve real center space at 2:1-and-tighter aspect ratios, where they
previously claimed the full card width and left the score with nowhere
to render but on top of the logos). Any football-scoreboard install
picks this up automatically on a core update, with no version bump
needed here.

test_adaptive_layout_mode.py gains direct coverage: center_col is never
zero-width at 2:1 aspect, and the score never needs ellipsis.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
… config

Same bug class as ledmatrix-music's identical fix: _user_font_set()
treated the mere PRESENCE of customization.<element>.font or .font_size
as 'the user explicitly forced this font' and skipped adaptive sizing.
But the web UI's save flow (schema_manager.merge_with_defaults,
api_v3.py save_plugin_config) writes the FULL schema-declared default
object into config.json on every save -- for every plugin, whether or
not the user touched that section. config_schema.json declares a font/
font_size default for every element (score_text, period_text, team_name,
status_text, detail_text, rank_text), so ANY config that has ever been
saved once via the web UI already has these keys present -- meaning
_user_font_set() returned True unconditionally, and adaptive font sizing
never actually engaged in practice.

Fixed by comparing the configured (font, font_size) against the classic
default for that element (the same defaults _load_fonts() already passes
to _load_custom_font), not just checking presence. Existing golden tests
were unaffected because the test harness never populated a customization
block in the first place -- exactly the blind spot this bug exploited in
real deployments, where the web UI always does.

test_user_font_wins_over_ladder updated to use a font_size that genuinely
differs from default (14px vs the 10px default, was 10px which is now
correctly NOT an override); new
test_schema_default_is_not_mistaken_for_a_user_override covers all six
font elements.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Delegate font loading, layout offsets, and the user-font-override check
to src.element_style (new core module) instead of the plugin-local
copies. The resolver reads its override reference from this plugin's own
config_schema.json, so "schema default present in a saved config" is
never mistaken for a user override — in every context, including the
test harness and dev server where no schema manager exists.

Behavior-identical: verified byte-identical renders old-vs-new across 5
configs (bare/realistic x classic/adaptive + a real override), 5 panel
sizes, and 3 game states (75 comparisons), plus the full safety harness.
The local loader and defaults tables remain as the fallback path on
older cores without src.element_style.

One deliberate improvement on the resolver path: a user-selected BDF
font is now actually loaded (FreeType handles BDF at its native size);
the old loader silently substituted PressStart2P.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FqzC1nzTWL4kaqgMaQZFam
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⚙️ Run configuration

Configuration used: Organization UI

Review profile: CHILL

Plan: Pro

Run ID: 9b5235f2-488a-444c-a98d-6c09897f932f

📥 Commits

Reviewing files that changed from the base of the PR and between 5c84118 and 8f93337.

⛔ Files ignored due to path filters (9)
  • plugins/football-scoreboard/test/golden-adaptive/128x32/live.png is excluded by !**/*.png
  • plugins/football-scoreboard/test/golden-adaptive/128x32/recent.png is excluded by !**/*.png
  • plugins/football-scoreboard/test/golden-adaptive/128x32/upcoming.png is excluded by !**/*.png
  • plugins/football-scoreboard/test/golden-adaptive/128x64/live.png is excluded by !**/*.png
  • plugins/football-scoreboard/test/golden-adaptive/128x64/recent.png is excluded by !**/*.png
  • plugins/football-scoreboard/test/golden-adaptive/128x64/upcoming.png is excluded by !**/*.png
  • plugins/football-scoreboard/test/golden-adaptive/256x128/live.png is excluded by !**/*.png
  • plugins/football-scoreboard/test/golden-adaptive/256x128/recent.png is excluded by !**/*.png
  • plugins/football-scoreboard/test/golden-adaptive/256x128/upcoming.png is excluded by !**/*.png
📒 Files selected for processing (11)
  • CONTRIBUTING.md
  • plugins.json
  • plugins/football-scoreboard/CHANGELOG.md
  • plugins/football-scoreboard/README.md
  • plugins/football-scoreboard/config_schema.json
  • plugins/football-scoreboard/football.py
  • plugins/football-scoreboard/game_renderer.py
  • plugins/football-scoreboard/manager.py
  • plugins/football-scoreboard/manifest.json
  • plugins/football-scoreboard/sports.py
  • plugins/football-scoreboard/test_adaptive_layout_mode.py
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  • Create PR with unit tests
  • Commit unit tests in branch feat/football-adaptive-layout

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Up to standards ✅

🟢 Issues 0 issues

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🟢 Metrics 118 complexity

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Complexity 118

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