Round number fields to the precision they display

`decimals` only reached `formatNumber`, so it changed the label and nothing else: typing 640.5 into
a field with `decimals: 0` stored 640.5 and displayed 641. The two existing users got away with it
because rounding happened outside the widget (`normalizeFrameRect`, the slice dialog), which their
comments had to point out.

`NumberField.clampValue` now rounds before it clamps, and every path that sets a value goes through
it (typing, scrubbing, arrow keys, the constructor), so the stored number matches the shown one and
`min`/`max` stay exact. The rounding is `roundTo` in math.ts, which `snapToStep` already did inline.

With that safe, camera `View width`/`View height` and text `Font size` become integers – they were
showing 640.000 and 32.000. Everything else that looked integral is not: positions, sprite and
collider sizes and zoom are all scrubbed, and `z` is a summed coordinate (walk.ts), not a layer.

Verified remotely against the RTX 4070 host: 270 checks, all passed (step 10 gained a check that the
field text has no decimal point and survives a reopen). `npm run check` green, 407 tests.
This commit is contained in:
root committed 2026-09-09 10:11:06 +02:00
1 parent 6cf47fd2ae
commit 1b16a55ffc
8 files changed
+80 -19

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@@ -404,7 +404,7 @@ npm run format # Prettier over src, tests and tools
npm run check # typecheck + lint + format:check + tests, what CI would run npm run check # typecheck + lint + format:check + tests, what CI would run
npm run build # writes dist/ and regenerates index.html npm run build # writes dist/ and regenerates index.html
export GM_REMOTE=user@host # where the browser runs; see below export GM_REMOTE=user@host # where the browser runs; see below
node tools/seed-e2e.mjs && node tools/e2e.mjs # 267 editor checks, screenshots in /tmp/gm-e2e-*.png node tools/seed-e2e.mjs && node tools/e2e.mjs # 270 editor checks, screenshots in /tmp/gm-e2e-*.png
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs # 24 checks: the example game, played end to end node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs # 24 checks: the example game, played end to end
``` ```
@@ -420,7 +420,7 @@ all, so the app never renders.)
over SSH and forwards its CDP port back to `127.0.0.1`, so the harness itself is unchanged. The over SSH and forwards its CDP port back to `127.0.0.1`, so the harness itself is unchanged. The
checks load the public base URL, so the remote side needs only a browser and internet: no repo, no checks load the public base URL, so the remote side needs only a browser and internet: no repo, no
node. Setup is an SSH key (`GM_REMOTE_KEY`, default `~/.ssh/gm-win.key`). Measured against a Windows node. Setup is an SSH key (`GM_REMOTE_KEY`, default `~/.ssh/gm-win.key`). Measured against a Windows
desktop with an RTX 4070: **267 checks in 128 s and 24 smoke checks in 16 s, with this machine idle** desktop with an RTX 4070: **270 checks in 128 s and 24 smoke checks in 16 s, with this machine idle**
(0.4 s of CPU for the whole smoke run, load average 0.04). **That is how the suite is meant to be (0.4 s of CPU for the whole smoke run, load average 0.04). **That is how the suite is meant to be
run here.** A local run works and costs 124 s, but it pins the development box – set `GM_REMOTE` and run here.** A local run works and costs 124 s, but it pins the development box – set `GM_REMOTE` and
leave it set; without a reachable host, do not fall back to local, fix the host. leave it set; without a reachable host, do not fall back to local, fix the host.
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@@ -5,8 +5,9 @@ import type { PropertyBag, PropertyValue } from '../model/Properties';
/** The inspector is generated from these entries, so a new property is one line in a schema below. */ /** The inspector is generated from these entries, so a new property is one line in a schema below. */
export type PropertyDef = export type PropertyDef =
/** /**
* `decimals` belongs only on properties that are integral by meaning (counts, indices), not on * `decimals` belongs only on properties that are integral by meaning (counts, sizes in whole
* geometry: dragging produces fractions, and a field that hid them would commit the rounded value. * pixels), not on geometry: dragging produces fractions, and the field rounds the value away
* rather than hiding it.
*/ */
| { | {
key: string; key: string;
@@ -58,8 +59,9 @@ export function isCommonProp(key: string): boolean {
const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = { const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
scene: [{ key: 'backgroundColor', label: 'Background', kind: 'color', default: 0x2a2d34 }], scene: [{ key: 'backgroundColor', label: 'Background', kind: 'color', default: 0x2a2d34 }],
camera: [ camera: [
{ key: 'width', label: 'View width', kind: 'number', default: 640, min: 16, step: 1 }, // A view is a pixel raster, so half a pixel of it means nothing.
{ key: 'height', label: 'View height', kind: 'number', default: 360, min: 16, step: 1 }, { key: 'width', label: 'View width', kind: 'number', default: 640, min: 16, step: 1, decimals: 0 },
{ key: 'height', label: 'View height', kind: 'number', default: 360, min: 16, step: 1, decimals: 0 },
{ key: 'zoom', label: 'Zoom', kind: 'number', default: 1, min: 0.1, max: 10, step: 0.1 }, { key: 'zoom', label: 'Zoom', kind: 'number', default: 1, min: 0.1, max: 10, step: 0.1 },
], ],
sprite: [ sprite: [
@@ -104,7 +106,7 @@ const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
container: [], container: [],
text: [ text: [
{ key: 'text', label: 'Text', kind: 'text', default: 'Text' }, { key: 'text', label: 'Text', kind: 'text', default: 'Text' },
{ key: 'fontSize', label: 'Font size', kind: 'number', default: 32, min: 1, step: 1 }, { key: 'fontSize', label: 'Font size', kind: 'number', default: 32, min: 1, step: 1, decimals: 0 },
{ key: 'color', label: 'Color', kind: 'color', default: 0xffffff }, { key: 'color', label: 'Color', kind: 'color', default: 0xffffff },
{ {
key: 'align', key: 'align',
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@@ -76,7 +76,6 @@ function rectRow(
): void { ): void {
const row = createFieldRow( const row = createFieldRow(
host, host,
// `decimals: 0` is safe here: `normalizeFrameRect` rounds every value that reaches the model.
{ key, label, kind: 'number', default: 0, step: 1, decimals: 0 }, { key, label, kind: 'number', default: 0, step: 1, decimals: 0 },
value, value,
rectHandlers(host, assetId, frameId, key), rectHandlers(host, assetId, frameId, key),
-1
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@@ -84,7 +84,6 @@ export class SliceDialog extends Popup {
const field = new NumberField(this.options[key], { const field = new NumberField(this.options[key], {
min, min,
step: 1, step: 1,
// Counts and pixel offsets, rounded on change, so 0 decimals hides nothing.
decimals: 0, decimals: 0,
onChange: (value) => { onChange: (value) => {
this.options[key] = Math.round(Number(value)); this.options[key] = Math.round(Number(value));
+7 -3
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@@ -21,14 +21,18 @@ export function formatNumber(value: number, decimals = NUMBER_DECIMALS): string
return text === '-' + zero ? zero : text; return text === '-' + zero ? zero : text;
} }
/** Rounds to `decimals` places, which also removes binary-float noise (0.1 × 3 = 0.30000000000000004). */
export function roundTo(value: number, decimals = NUMBER_DECIMALS): number {
return Number.isFinite(value) ? Number(value.toFixed(decimals)) : value;
}
/** /**
* Rounds `value` onto the grid of `stepSize`, so scrubbing lands on clean values even though * Rounds `value` onto the grid of `stepSize`, so scrubbing lands on clean values even though
* pointer deltas are fractional. The `toFixed` pass removes binary-float noise (0.1 × 3 = * pointer deltas are fractional.
* 0.30000000000000004).
*/ */
export function snapToStep(value: number, stepSize: number): number { export function snapToStep(value: number, stepSize: number): number {
if (!(stepSize > 0) || !Number.isFinite(value)) return value; if (!(stepSize > 0) || !Number.isFinite(value)) return value;
return Number((Math.round(value / stepSize) * stepSize).toFixed(NUMBER_DECIMALS)); return roundTo(Math.round(value / stepSize) * stepSize);
} }
/** /**
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@@ -1,5 +1,5 @@
import type { FederatedPointerEvent } from 'pixi.js'; import type { FederatedPointerEvent } from 'pixi.js';
import { clamp, formatNumber, NUMBER_DECIMALS, snapToStep } from '../math'; import { clamp, formatNumber, NUMBER_DECIMALS, roundTo, snapToStep } from '../math';
import { ui } from '../UIContext'; import { ui } from '../UIContext';
import { TextField, type TextFieldOptions } from './TextField'; import { TextField, type TextFieldOptions } from './TextField';
@@ -9,8 +9,8 @@ export interface NumberFieldOptions extends Omit<TextFieldOptions, 'onInput' | '
/** Increment per scrubbed pixel and per arrow key, and the grid a scrub snaps to. */ /** Increment per scrubbed pixel and per arrow key, and the grid a scrub snaps to. */
step?: number; step?: number;
/** /**
* Decimal places the text shows (default `NUMBER_DECIMALS`). Lower it only where the stored * Decimal places the value is kept *and* shown at (default `NUMBER_DECIMALS`) – the field rounds
* value has that precision too, or an edit commits the rounded number back into the project. * to it, so lowering it drops precision rather than hiding it.
*/ */
decimals?: number; decimals?: number;
/** Fires continuously while scrubbing or typing a valid number. */ /** Fires continuously while scrubbing or typing a valid number. */
@@ -128,11 +128,14 @@ export class NumberField extends TextField {
return super.onBridgeKey(event); return super.onBridgeKey(event);
} }
/** Clamps to min/max; NaN/Infinity keep the current value (0 before the first assignment). */ /**
* Rounds to `decimals`, then clamps so the bounds stay exact; NaN/Infinity keep the current value
* (0 before the first assignment). Every path that sets the value goes through here.
*/
private clampValue(value: number): number { private clampValue(value: number): number {
// `?? 0` is not dead despite the type: the constructor calls this before assigning `numeric`. // `?? 0` is not dead despite the type: the constructor calls this before assigning `numeric`.
// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition // eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
if (!Number.isFinite(value)) return this.numeric ?? 0; if (!Number.isFinite(value)) return this.numeric ?? 0;
return clamp(value, this.min, this.max); return clamp(roundTo(value, this.decimals), this.min, this.max);
} }
} }
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@@ -1,5 +1,13 @@
import { describe, expect, it } from 'vitest'; import { describe, expect, it } from 'vitest';
import { clamp, centreY, formatNumber, NUMBER_DECIMALS, snapToStep, zoomFactor } from '../../src/ui/math'; import {
clamp,
centreY,
formatNumber,
NUMBER_DECIMALS,
roundTo,
snapToStep,
zoomFactor,
} from '../../src/ui/math';
describe('clamp', () => { describe('clamp', () => {
it('keeps a value inside the range', () => { it('keeps a value inside the range', () => {
@@ -60,6 +68,25 @@ describe('formatNumber', () => {
}); });
}); });
describe('roundTo', () => {
it('keeps a value at the precision its field shows', () => {
// Why the field rounds instead of only formatting: a `decimals: 0` field used to display
// "641" while the project still held 640.5.
expect(roundTo(640.5, 0)).toBe(641);
expect(roundTo(32.4, 0)).toBe(32);
expect(roundTo(1.2345)).toBe(1.234);
});
it('removes binary-float noise', () => {
expect(roundTo(0.30000000000000004)).toBe(0.3);
});
it('passes non-finite values through', () => {
expect(roundTo(NaN)).toBeNaN();
expect(roundTo(Infinity)).toBe(Infinity);
});
});
describe('snapToStep', () => { describe('snapToStep', () => {
it('lands on whole numbers for a step-1 field', () => { it('lands on whole numbers for a step-1 field', () => {
// The bug: a scrub added fractional device pixels to an already fractional value, so // The bug: a scrub added fractional device pixels to an already fractional value, so
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@@ -1,6 +1,21 @@
/** Text assets rendered in the scene, and the enabled switch in the editor and in the running game. */ /** Text assets rendered in the scene, and the enabled switch in the editor and in the running game. */
export async function textAndEnabled(t) { export async function textAndEnabled(t) {
const { check, sleep, evaluate, json, shot, click, clickText, mutate, object, play, stop } = t; const {
check,
sleep,
evaluate,
json,
shot,
click,
clickText,
locate,
mutate,
object,
play,
press,
stop,
typeText,
} = t;
const has = (text) => evaluate(`Boolean(__gm.locate(${JSON.stringify(text)}))`); const has = (text) => evaluate(`Boolean(__gm.locate(${JSON.stringify(text)}))`);
// 17. Text assets: created through the + menu, placed, and rendered as real text in the scene. // 17. Text assets: created through the + menu, placed, and rendered as real text in the scene.
@@ -62,4 +77,16 @@ export async function textAndEnabled(t) {
); );
await stop(); await stop();
check('stop leaves the play-mode switch behind', (await object('otext')).overrides.enabled === false); check('stop leaves the play-mode switch behind', (await object('otext')).overrides.enabled === false);
// 17c. A field that shows no decimals must not store any either. Font size is such a field, so
// typing a fraction has to round: showing "33" while the project holds 32.6 would be a lie.
const fontLabel = await locate('Font size');
check('Font size reads as a whole number', Boolean(await has('32')) && !(await has('32.000')));
await click(fontLabel.x + 160, fontLabel.y);
await typeText('32.6');
await press('Enter');
await sleep(200);
const fontSize = (await object('otext')).overrides.fontSize;
check('typing a fraction into it rounds the stored value', fontSize === 33, String(fontSize));
check('and the field shows exactly what was stored', Boolean(await has('33')));
} }