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The System drawer gains a rotate button beside its title. Each press turns the launcher 90 degrees and stores the result, so the next launch opens in the orientation the user left it in. The button is a five-state ring anchored to the device's natural orientation: the first press is always one quarter turn away from what auto shows, and the five presses walk the four orientations and then release back to auto (SCREEN_ORIENTATION_UNSPECIFIED). The ring is a table and is never derived from display.rotation, which does not map onto the portrait-natural ActivityInfo constants on landscape-natural panels (handhelds) and used to skip states or repeat the current one. MainActivity.setOrientationTo stays the only writer of requestedOrientation: while no container is running the launcher applies its own stored choice, and a running game keeps its own allowed-orientation logic. The stored value lives in PrefManager.launcherOrientation. The header button is also reachable with a gamepad (D-pad up from the first menu item) and is filled with the theme's primaryContainer while the launcher is in auto, so the current state is visible without a label.
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Actionable comments posted: 1
- 🪄 Fix comments: Fix CodeRabbit comments on this PR
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only still-valid issues, skip the rest with a brief reason, keep changes
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Inline comments:
Review comments at
@app/src/main/java/app/gamenative/utils/LauncherOrientation.kt:
- Around line 112-114: Update applyStored in LauncherOrientation so it applies
the stored launcher orientation only when no game container is running, matching
the game-state guard in MainActivity.setOrientationTo. Preserve the existing
launcherTarget comparison and assignment when that condition is met.
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📒 Files selected for processing: 6
app/src/main/java/app/gamenative/MainActivity.ktapp/src/main/java/app/gamenative/PrefManager.ktapp/src/main/java/app/gamenative/events/AndroidEvent.ktapp/src/main/java/app/gamenative/ui/screen/library/components/SystemMenu.ktapp/src/main/java/app/gamenative/utils/LauncherOrientation.ktapp/src/test/java/app/gamenative/utils/LauncherOrientationTest.kt
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1 issue found across 6 files
Prompt for AI agents (unresolved issues)
Check if these issues are valid — if so, understand the root cause of each and fix them. When an issue isn't valid or won't be fixed in this PR, reply in its thread with the reason and then resolve the thread. If appropriate, use sub-agents to investigate and fix each issue separately.
<file name="app/src/main/java/app/gamenative/ui/screen/library/components/SystemMenu.kt">
<violation number="1" location="app/src/main/java/app/gamenative/ui/screen/library/components/SystemMenu.kt:430">
P3: The rotate button's state is shown only by its background color, and the content description is static. Screen-reader users cannot tell whether auto is active. Expose the current state via `Modifier.semantics { stateDescription = ... }` so it is announced.</violation>
</file>
Reply with feedback, questions, or to request a fix.
View guided diff | Re-trigger cubic
| ) { | ||
| Icon( | ||
| imageVector = Icons.Default.ScreenRotation, | ||
| contentDescription = stringResource(R.string.toggle_orientation), |
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P3: The rotate button's state is shown only by its background color, and the content description is static. Screen-reader users cannot tell whether auto is active. Expose the current state via Modifier.semantics { stateDescription = ... } so it is announced.
Prompt for AI agents
Check if this issue is valid — if so, understand the root cause and fix it. When an issue isn't valid or won't be fixed in this PR, reply in its thread with the reason and then resolve the thread. At app/src/main/java/app/gamenative/ui/screen/library/components/SystemMenu.kt, line 430:
<comment>The rotate button's state is shown only by its background color, and the content description is static. Screen-reader users cannot tell whether auto is active. Expose the current state via `Modifier.semantics { stateDescription = ... }` so it is announced.</comment>
<file context>
@@ -395,12 +401,42 @@ fun SystemMenu(
+ ) {
+ Icon(
+ imageVector = Icons.Default.ScreenRotation,
+ contentDescription = stringResource(R.string.toggle_orientation),
+ )
+ }
</file context>
P1: gate the launcher path on the launcher owning the orientation instead of on PluviaApp.xEnvironment being null. MainViewModel emits the game's allowed orientations before the container exists, and XServerScreen can emit while it is still starting, so an xEnvironment gate swallowed portrait- mode containers and the user's allowed-orientation setting during setup. P2: from auto, enter the ring at the first entry whose shape differs from what is on screen. Always entering at ring[0] could request the orientation already displayed when system rotation is locked to a non-natural orientation, making the press look dead. Also gate applyStored on no container running (CodeRabbit), so an activity recreation during a game session cannot reapply the launcher orientation. Locked states still walk the ring step by step: auto is part of the ring, so the walk must test concreteness before matching, which the previous index check did not.
The event advances to the next state of a table-driven ring, so it is not always a 90 degree clockwise step (the direction also depends on the panel's natural orientation).
Description
Adds a rotate button to the System drawer header, next to the "System" title. Each press turns the launcher 90° and stores the result, so the next launch opens in the orientation the user left it in. New feature, so it falls under "Other" in the template below.
Five states. The four orientations plus auto (
SCREEN_ORIENTATION_UNSPECIFIED), which releases the lock back to the system. Auto is the default, so existing users see no change until they press the button.Ring anchored to the device's natural orientation, so the first press is always a real quarter turn instead of landing on what auto already shows:
landscape -> reverse portrait -> reverse landscape -> portrait -> autoportrait -> reverse landscape -> reverse portrait -> landscape -> autoTable-driven, never derived from
display.rotation. On landscape-natural panelsdisplay.rotationdoes not map onto the portrait-naturalActivityInfoconstants; the first version derived its position that way, which skipped states and repeated the current one (landscape -> reverse portrait on the first press).One writer for
requestedOrientation.MainActivity.setOrientationTostays the only place that sets it. While no container is running the launcher applies its own stored choice; a running game keeps its existing allowed-orientation + sensor logic untouched. That also removed the interaction where the game's allowed-orientation set clamps the launcher to landscape-only.Storage.
PrefManager.launcherOrientation(DataStore, int). Auto is stored asUNSPECIFIED, so it is remembered like any other state.UI. The button is filled with the theme's
primaryContainerwhile the launcher is in auto and transparent when locked, so the state is visible without a label. It reuses the existingtoggle_orientationstring as its content description, so no new translations. It has an explicit focus requester withupwired from the first menu item, because the header previously sat outside the drawer's focus traversal and was unreachable with a gamepad.Verification.
LauncherOrientationTest(9 tests) covers both natural orientations: ring order, first press always changes the screen, all five states reachable, the natural orientation reachable as a locked state, unknown stored value restarting cleanly.:app:assembleModernDebugbuilds.lintKotlinMainreports no findings in the touched files. Manually checked on a landscape-natural handheld (Retroid Pocket 6): all five states reachable, choice survives a restart. Not yet checked on a portrait-natural phone.Known limits. On a landscape-natural panel the two portrait states rotate the display, so the launcher renders sideways/cramped - Android honouring the request rather than letterboxing it. The cycle assumes auto shows the natural orientation; with system rotation locked to a non-natural orientation the first press can land on what is already on screen. VR builds keep their fixed landscape projection (the handler is a no-op via
MainActivity.isHeadset).Recording
VID_20261019_140532.1.mp4
Type of Change
Checklist
#code-changes, I have discussed this change there and it has been green-lighted. If I do not have access, I have still provided clear context in this PR. If I skip both, I accept that this change may face delays in review, may not be reviewed at all, or may be closed.CONTRIBUTING.md.Summary by cubic
Adds a rotate button to the System menu header that cycles the launcher through four 90° orientations plus auto, persisting the choice so the next launch opens the way the user left it.
display.rotation.SCREEN_ORIENTATION_UNSPECIFIED) stays the default, so existing users see no change until they press the button.Written for commit aeba66e. Summary will update on new commits.
Summary by CodeRabbit