At 125% Windows scaling the game view drew 100% as 1.25 screen pixels per camera pixel, so pixel art showed texels of uneven width even at the round steps. The steps now count device pixels instead of CSS pixels. - gameScaleFactor, cameraFactor and cameraView take the device pixel ratio. 100% is one screen pixel per camera pixel, 200% two. - Auto picks the largest step that fits in device pixels. Fit reports its factor in device pixels too, e.g. 156% at 125% scaling. - Fixed steps start the frame on a whole device pixel. - The game view reads the ratio from the renderer resolution. Limits: main.ts caps the resolution at 2, so scaling above 200% is stretched by the browser again. A changed ratio at runtime only counts after a reload, as before. Tests: - 2 unit tests at 125%: 100% is one device pixel on a whole pixel, auto and fit count device pixels. - Counter-check: without the conversion the 100% test fails. - check.sh: 156 files, CHECK EXIT 0 on the combined working tree. - No e2e: the harness runs at devicePixelRatio 1, same math as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
131 lines
5.2 KiB
TypeScript
131 lines
5.2 KiB
TypeScript
/** The viewport transforms: plain geometry, so pinned here rather than through the browser. */
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import { describe, expect, it } from 'vitest';
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import {
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cameraFactor,
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cameraView,
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freeView,
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GAME_SCALE_STEPS,
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gameScaleFactor,
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isInside,
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screenToWorld,
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worldBounds,
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worldToScreen,
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} from '../../src/viewport/view';
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describe('freeView', () => {
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it('puts the view centre in the middle of the widget', () => {
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const view = freeView(50, -20, 2, 800, 600);
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expect(worldToScreen(view, 50, -20)).toEqual({ x: 400, y: 300 });
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expect(screenToWorld(view, 400, 300)).toEqual({ x: 50, y: -20 });
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});
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it('scales distances by the zoom', () => {
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const view = freeView(0, 0, 2, 800, 600);
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expect(worldToScreen(view, 100, 0)).toEqual({ x: 600, y: 300 });
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});
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it('round-trips any point', () => {
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const view = freeView(13, -7, 0.35, 640, 480);
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const back = screenToWorld(view, ...(Object.values(worldToScreen(view, 123, -456)) as [number, number]));
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expect(back.x).toBeCloseTo(123, 9);
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expect(back.y).toBeCloseTo(-456, 9);
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});
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it('covers the widget in world units', () => {
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const bounds = worldBounds(freeView(0, 0, 2, 800, 600));
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expect(bounds).toEqual({ left: -200, top: -150, right: 200, bottom: 150 });
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});
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});
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describe('cameraView', () => {
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const camera = { x: 10, y: 20, props: { width: 640, height: 360 } };
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it('fits the camera frame into the widget and centres it', () => {
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// 640×360 into 800×600: width is the tighter fit (1.25 vs 1.67), so bars top and bottom.
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const view = cameraView(camera, 800, 600);
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expect(view.scale).toBeCloseTo(1.25, 9);
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expect(view.rect).toEqual({ x: 0, y: 75, w: 800, h: 450 });
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// The camera position sits at the centre of the frame, not of the widget.
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expect(worldToScreen(view, 10, 20)).toEqual({ x: 400, y: 300 });
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});
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it('reports the letterbox as outside', () => {
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const view = cameraView(camera, 800, 600);
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expect(isInside(view, 400, 300)).toBe(true);
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expect(isInside(view, 400, 20)).toBe(false); // top bar
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expect(isInside(view, 400, 580)).toBe(false); // bottom bar
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});
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it('draws a fixed step at exactly that many pixels per unit, starting on a whole pixel', () => {
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const view = cameraView(camera, 801, 601, 0.5);
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expect(view.scale).toBe(0.5);
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expect(view.rect).toEqual({ x: 241, y: 211, w: 320, h: 180 });
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});
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it('cuts a frame larger than the view to the view, keeping the camera in the middle', () => {
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const view = cameraView(camera, 800, 600, 2);
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expect(view.scale).toBe(2);
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expect(view.rect).toEqual({ x: 0, y: 0, w: 800, h: 600 });
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expect(worldToScreen(view, 10, 20)).toEqual({ x: 400, y: 300 });
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expect(worldBounds(view)).toEqual({ left: -190, top: -130, right: 210, bottom: 170 });
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expect(isInside(view, 1, 1)).toBe(true);
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});
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});
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describe('cameraView with a zoomed camera', () => {
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const zoomed = { x: 0, y: 0, props: { width: 640, height: 360, zoom: 2 } };
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it('100% shows the camera picture pixel for pixel, the zoom magnifies the world on top', () => {
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const view = cameraView(zoomed, 800, 600, 1);
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expect(view.scale).toBe(2);
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expect(view.rect).toEqual({ x: 80, y: 120, w: 640, h: 360 });
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});
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it('fit and auto size the picture, not the world region', () => {
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expect(cameraFactor(zoomed.props, 800, 600, 'fit')).toBeCloseTo(1.25, 9);
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expect(cameraView(zoomed, 800, 600, 'fit').scale).toBeCloseTo(2.5, 9);
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expect(cameraFactor(zoomed.props, 800, 600, 'auto')).toBe(1);
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});
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});
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describe('cameraView under Windows scaling at 125%', () => {
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const plain = { x: 0, y: 0, props: { width: 640, height: 360, zoom: 1 } };
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it('100% is one device pixel per camera pixel, starting on a whole device pixel', () => {
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const view = cameraView(plain, 801, 601, 1, 1.25);
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expect(view.scale * 1.25).toBeCloseTo(1, 12);
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expect(view.rect.w).toBeCloseTo(512, 12);
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expect(view.rect.h).toBeCloseTo(288, 12);
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expect(view.rect.x * 1.25).toBeCloseTo(181, 9);
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expect(view.rect.y * 1.25).toBeCloseTo(196, 9);
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});
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it('auto picks the step in device pixels, and fit reports device pixels', () => {
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expect(cameraFactor(plain.props, 1100, 700, 'auto', 1.25)).toBe(2);
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expect(cameraFactor(plain.props, 1100, 700, 'auto')).toBe(1);
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expect(cameraFactor(plain.props, 800, 600, 'fit', 1.25)).toBeCloseTo(1.5625, 9);
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expect(cameraView(plain, 800, 600, 'fit', 1.25).scale).toBeCloseTo(1.25, 9);
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});
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});
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describe('gameScaleFactor', () => {
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it('fit is the exact factor that fills the tighter side', () => {
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expect(gameScaleFactor('fit', 640, 360, 800, 600)).toBeCloseTo(1.25, 9);
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});
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it('auto takes the largest step that still fits', () => {
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expect(gameScaleFactor('auto', 640, 360, 800, 600)).toBe(1);
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expect(gameScaleFactor('auto', 640, 360, 1280, 720)).toBe(2);
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expect(gameScaleFactor('auto', 640, 360, 639, 600)).toBe(0.5);
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expect(gameScaleFactor('auto', 320, 180, 2000, 2000)).toBe(4);
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});
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it('auto falls back to the smallest step when not even that fits', () => {
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expect(gameScaleFactor('auto', 4000, 4000, 800, 600)).toBe(0.25);
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});
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it('a fixed step ignores the view size', () => {
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for (const step of GAME_SCALE_STEPS) expect(gameScaleFactor(step, 640, 360, 10, 10)).toBe(step);
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});
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});
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