closes#40, closes#41
The illustrations span the screen and fade into the page, at roughly a third of
its height, and the seven hand-rolled step layouts became one component.
A UNIFIED STEP
Every step wrote out Spacer / Illustration(size) / Spacer / Heading / controls,
in three different spacer rhythms with a reason recorded for only two. StepBody
holds the rhythm; a step declares what is different about it. artHeight stays
per-step: the two carrying three or four controls take a shorter hero so the
primary button is reachable without scrolling, which is the constraint the old
104dp values existed for.
The screen's padding moved from the scrolling column to the content inside each
step. Compose has no negative padding, so a full-bleed child cannot live inside
a padded parent.
THE CAP IS WHAT MAKES LANDSCAPE SURVIVE
A landscape phone is 914x411dp. A fixed 280dp hero would be 68% of it and every
step would break on rotation — nothing in this app uses WindowSizeClass and
onboarding does not lock orientation. Illustration caps at a third of the screen.
It reads LocalConfiguration.screenHeightDp rather than BoxWithConstraints: inside
a verticalScroll column a child is measured with an INFINITE height constraint,
so maxHeight there is Dp.Infinity and the cap would silently never apply. A guard
that looks right and does nothing.
DENSITY BUCKETS, FIXING A LIVE DEFECT
The old set sat in a density-less drawable/, treated as mdpi and pre-scaled at
decode — roughly 17 MB of heap for one bitmap on an xxxhdpi device, and this
artwork is far larger. Now four widths per theme, 617 to 1644 px, and no plain
drawable/ at all. 2.3 MB across every bucket; a release is an AAB and Play splits
by density, so a device downloads 130-500 KB.
That is also the error-handling fix: painterResource decodes inside composition
and there is no boundary anywhere, so an OOM would crash onboarding on first
launch. Sizing the bitmaps removes the failure rather than hiding it.
The clip is gone with the corners it existed for, and the bottom fade is drawn
from the theme background rather than baked into the art. Titles move to
headlineLarge, which is what 280dp of artwork above them needs.
Driven on PeriodMinSdk26: all steps, both themes, font scale 1.0 and 2.0, and
landscape. No crash, no OOM. ./gradlew check green.
KNOWN, FILED SEPARATELY: dark 01 Welcome is a forecast scene, so dark mode shows
a calendar on step 1. The artwork is wrong, not the wiring.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
closes#29
All eight illustrations are in the app, every onboarding step has art for the
first time, and the theme swap is resource resolution rather than a branch:
drawable/ and drawable-night/, so Android picks the asset and the artwork follows
a device theme change with nothing of ours running.
NOT VECTORS, AND THE ISSUE WAS WRONG TO ASK FOR THEM
#29 called for a redraw as Compose vector paths taking colour from theme tokens.
That is right for artwork that does not exist yet and wrong for gradient
landscapes with glow and depth — there is no honest VectorDrawable of one, and
the attempt loses the drawing or produces path soup slower than the image. §42
objects to *unnecessary* raster, which this is not.
The cost was never measured before it was argued about: all sixteen files at the
height they are actually drawn at come to 130 KB. Release APK 1.90 -> 2.03 MB.
WHAT ONLY A DEVICE SHOWED
Each drawing is composed as a card with its own rounded corner painted in, so the
pixels outside that curve are the card's own backdrop — near-black in the dark
set. Rendered unclipped, every illustration showed four notches against the app
background. Illustration() now clips just inside the painted curve.
WHAT STAYED A VECTOR
The calendar markers and CycleProgressMark, because they are drawn from data — a
marker's shape is what a day is, and the progress arc is where the user stands in
their cycle. CycleProgressMark moves from Illustrations.kt to CycleMarkers.kt so
the file layout carries that boundary.
Sized by height rather than a square box: the set has no common aspect ratio, and
height is the dimension that decides whether the primary button stays on screen.
Steps 3 and 6 take 104dp because they carry three buttons and three option cards;
verified by driving all seven steps, not by reasoning about it.
OnboardingPreviews.kt now has one entry per illustration, because a missing
drawable-night asset is invisible in light mode.
Driven end to end on PeriodMinSdk26 in both themes, no crash. ./gradlew check,
schema-guard and doc-claims all pass.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>