thejayman77 85a8ce1136 Calibration UX overhaul + Settings screen (Claude, driving)
Fixes a real defect and reworks the calibration/settings flow per Jay's
on-device review.

Bug: the second capture hung on 'capturing'. The completion code wrote
capture=null (a LaunchedEffect key) then awaited the suspend
setSurfaceCalibration BEFORE setting phase=COMPLETE; at the suspension
Compose cancelled the effect mid-write, stranding the transition. The
effect body is now fully synchronous and persistence runs on an
independent scope.launch. Verified end-to-end on device.

Settings screen (new): reached from the Level header gear (was: gear
jumped straight into calibration). Calibration is a sleek button in its
own section; Units, Haptics, and Reduce-motion prefs get a home; Done is
pinned to the bottom while the list scrolls independently.

Calibration screen: two stages. OVERVIEW shows the current correction
(Pitch/Roll offsets), the Thoroughness selector, and Calibrate / Reset
to phone defaults / Done. CAPTURING shows ONLY capture + Cancel; Cancel
restores the prior calibration (saved value is never touched mid-flow).
Instructions centered; outlined buttons given visible borders.

Thoroughness: Simple (2-point, 0/180) or Thorough (4-point,
0/90/180/270). Generalized deriveSurfaceFromSamples averages a symmetric
rotation set - the true tilt sums to zero, so the mean is the device
bias; 4-point also cancels each axis twice and averages more noise. Two
new unit tests (2-point equivalence, 4-point bias recovery).

61 tests passing; assembleDebug clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 10:37:35 -04:00
2026-07-11 18:34:57 -04:00

On the Level

Offline-first Android pocket toolset: a trustworthy level, angle meter, and calibrated screen ruler (Pro). Kotlin + Jetpack Compose, single module, no backend.

  • BRIEF.md — the authoritative v1 product & technical brief
  • AUDIT.md — audit of the brief; the amendments it lists are incorporated
  • resources/ — concept board (visual direction)

Building

Open in Android Studio, or:

./gradlew assembleDebug        # build
./gradlew testDebugUnitTest    # measurement-math unit tests

Scaffold status

The project skeleton follows BRIEF.md §Sensor and measurement architecture. Implemented and tested:

  • core/sensors — sensor selection (game rotation vector → gravity → low-passed accelerometer), device-frame gravity stream, and the pure measurement math: orientation mapping, two-sample per-mode calibration (derived in angle space, applied in vector space so it stays correct away from zero), EMA smoothing, lock hysteresis/dwell/debounce, display deadband, placement validity, and the sensor-vector contract (all sources emit device-frame world-up; flat = +9.81 on Z, pinned by SensorContractTest). All unit-tested.
  • core/settings — DataStore preferences and per-mode calibration persistence.
  • core/billing — entitlement interface with a stub (free-tier) implementation.
  • feature/level, feature/angle — live numeric scaffolds wired to the real sensor pipeline, with manual Surface|Edge selection, placement-validity hints, lock state (locked label states the tolerance so it can never contradict the rounded readout), and directional hold-to-zero (vector reference, not magnitude subtraction).
  • feature/ruler, feature/tools — static placeholders.

Not yet implemented (deliberately — see TODO markers):

  • The tactile vial visuals and the spring-animated display value (value 3 of 3 in the brief); scaffold screens render the deadbanded stable value directly.
  • Guided calibration flow UI (math and persistence are done).
  • Edge-mode readout counter-rotation on the portrait-locked activity.
  • Play Billing implementation of ProEntitlementRepository.
  • Screen ruler measurement UI and per-display scale persistence.
  • Audio cue, reduced-motion behaviors, preferences UI.
S
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