Put the text and boxes of the interface on device pixels
On a screen scaled to 125 % or 150 % the editor looked soft beside a page the browser draws itself. The layout counts in whole CSS pixels, and most of those fall between two device pixels there. The GPU averages both: text loses its edges, and a 1 px line becomes a pixel and a half of mixed colour. Now text and boxes are rounded to device pixels, and a line is one device pixel wide. - ui/pixelGrid.ts holds the rule. crispText() makes a text with Pixi's roundPixels, crisp() does the same for a Graphics of upright boxes, and hairline() is the width of one device pixel. - Every text of the interface is made with crispText() instead of new Text(). - crisp() only rounds where the scale is not a whole number. At 100 % and 200 % nothing changes. - drawControlBox, drawHeaderBar and drawSectionBand draw their lines a hairline wide and flush with the edge. The widgets that draw lines of their own do the same. - Two bands share exactly the line they draw, and a column still ends on a whole pixel. - The stage is nudged by 1/32 px where the scale is not whole. At 150 % every odd pixel is an exact half, and without the nudge one band came out a row shorter than its neighbours. - Curves, icons and everything of the game stay unrounded. Rounding their points would bend them. - The harness takes deviceScaleFactor as an option, and the hooks deviceColumn, edgeContrast and pixelGrid read the frame as the screen gets it. Not in here: the subpixel smoothing a browser gives its own text. Pixi draws a text into a transparent picture first, and there only greyscale smoothing is possible. Measured at 150 %, edge contrast before and after: top bar 31.5 to 47.8, the lists on the left 68.6 to 86.4, inspector 27.6 to 38.4. At 100 % it is 46.5, 90.1 and 37.9, and the picture there is the same as before pixel for pixel, apart from the fps display. Tests: - Gate on melektaus-atx: 206 files, 3114 tests (3104 + 10), exit 0 - Full run on melektaus-atx: 1655 of 1656 checks passed, smokes 24/19/21. The one that failed was a condition of the new step 62 itself: it scrolled an inspector that had nothing to scroll. The step now makes the window lower for that reading. - e2e 61,62 after that fix: 14 checks. The full run was not repeated, and CI is switched off for now. - Ten unit tests, nine in tests/ui/pixel-grid.test.ts - Eight e2e checks in the new step 62, which runs at 150 % - Eleven unit counter-probes fail tests - Four browser counter-probes fail their checks. They ran before the fix to step 62 and were not repeated for it. - Screenshots looked at for 125 % and 150 % Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1,4 +1,4 @@
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import { Container, type FederatedPointerEvent, type FederatedWheelEvent, Graphics, Text } from 'pixi.js';
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import { Container, type FederatedPointerEvent, type FederatedWheelEvent, Graphics } from 'pixi.js';
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import { textOf } from '../../core/model/Properties';
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import { AddNodeCommand, CollapseNodesCommand } from '../../core/commands/graphCommands';
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import { SetMachineStartCommand } from '../../core/commands/assetCommands';
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@@ -42,6 +42,7 @@ import {
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truncate,
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Widget,
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zoomFactor,
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crispText,
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} from '../../ui';
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import {
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annotationSelection,
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@@ -104,7 +105,7 @@ export class GraphCanvas extends Widget {
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private readonly tempEdge = new Graphics();
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/** Drawn in screen space, so the band keeps a hairline border at any zoom. */
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private readonly band = new Graphics();
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private readonly hint = new Text({ text: '', style: textStyle('muted') });
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private readonly hint = crispText({ text: '', style: textStyle('muted') });
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private readonly views = new Map<string, NodeView>();
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private assetId = '';
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private pan = { x: 0, y: 0 };
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