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feuerwerk/tests/viewport/view.test.ts
T
adminandClaude Opus 5.5 22a89ed0f0 Keep game view steps pixel exact under Windows display scaling
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>
2026-09-24 10:40:43 +02:00

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/** The viewport transforms: plain geometry, so pinned here rather than through the browser. */
import { describe, expect, it } from 'vitest';
import {
cameraFactor,
cameraView,
freeView,
GAME_SCALE_STEPS,
gameScaleFactor,
isInside,
screenToWorld,
worldBounds,
worldToScreen,
} from '../../src/viewport/view';
describe('freeView', () => {
it('puts the view centre in the middle of the widget', () => {
const view = freeView(50, -20, 2, 800, 600);
expect(worldToScreen(view, 50, -20)).toEqual({ x: 400, y: 300 });
expect(screenToWorld(view, 400, 300)).toEqual({ x: 50, y: -20 });
});
it('scales distances by the zoom', () => {
const view = freeView(0, 0, 2, 800, 600);
expect(worldToScreen(view, 100, 0)).toEqual({ x: 600, y: 300 });
});
it('round-trips any point', () => {
const view = freeView(13, -7, 0.35, 640, 480);
const back = screenToWorld(view, ...(Object.values(worldToScreen(view, 123, -456)) as [number, number]));
expect(back.x).toBeCloseTo(123, 9);
expect(back.y).toBeCloseTo(-456, 9);
});
it('covers the widget in world units', () => {
const bounds = worldBounds(freeView(0, 0, 2, 800, 600));
expect(bounds).toEqual({ left: -200, top: -150, right: 200, bottom: 150 });
});
});
describe('cameraView', () => {
const camera = { x: 10, y: 20, props: { width: 640, height: 360 } };
it('fits the camera frame into the widget and centres it', () => {
// 640×360 into 800×600: width is the tighter fit (1.25 vs 1.67), so bars top and bottom.
const view = cameraView(camera, 800, 600);
expect(view.scale).toBeCloseTo(1.25, 9);
expect(view.rect).toEqual({ x: 0, y: 75, w: 800, h: 450 });
// The camera position sits at the centre of the frame, not of the widget.
expect(worldToScreen(view, 10, 20)).toEqual({ x: 400, y: 300 });
});
it('reports the letterbox as outside', () => {
const view = cameraView(camera, 800, 600);
expect(isInside(view, 400, 300)).toBe(true);
expect(isInside(view, 400, 20)).toBe(false); // top bar
expect(isInside(view, 400, 580)).toBe(false); // bottom bar
});
it('draws a fixed step at exactly that many pixels per unit, starting on a whole pixel', () => {
const view = cameraView(camera, 801, 601, 0.5);
expect(view.scale).toBe(0.5);
expect(view.rect).toEqual({ x: 241, y: 211, w: 320, h: 180 });
});
it('cuts a frame larger than the view to the view, keeping the camera in the middle', () => {
const view = cameraView(camera, 800, 600, 2);
expect(view.scale).toBe(2);
expect(view.rect).toEqual({ x: 0, y: 0, w: 800, h: 600 });
expect(worldToScreen(view, 10, 20)).toEqual({ x: 400, y: 300 });
expect(worldBounds(view)).toEqual({ left: -190, top: -130, right: 210, bottom: 170 });
expect(isInside(view, 1, 1)).toBe(true);
});
});
describe('cameraView with a zoomed camera', () => {
const zoomed = { x: 0, y: 0, props: { width: 640, height: 360, zoom: 2 } };
it('100% shows the camera picture pixel for pixel, the zoom magnifies the world on top', () => {
const view = cameraView(zoomed, 800, 600, 1);
expect(view.scale).toBe(2);
expect(view.rect).toEqual({ x: 80, y: 120, w: 640, h: 360 });
});
it('fit and auto size the picture, not the world region', () => {
expect(cameraFactor(zoomed.props, 800, 600, 'fit')).toBeCloseTo(1.25, 9);
expect(cameraView(zoomed, 800, 600, 'fit').scale).toBeCloseTo(2.5, 9);
expect(cameraFactor(zoomed.props, 800, 600, 'auto')).toBe(1);
});
});
describe('cameraView under Windows scaling at 125%', () => {
const plain = { x: 0, y: 0, props: { width: 640, height: 360, zoom: 1 } };
it('100% is one device pixel per camera pixel, starting on a whole device pixel', () => {
const view = cameraView(plain, 801, 601, 1, 1.25);
expect(view.scale * 1.25).toBeCloseTo(1, 12);
expect(view.rect.w).toBeCloseTo(512, 12);
expect(view.rect.h).toBeCloseTo(288, 12);
expect(view.rect.x * 1.25).toBeCloseTo(181, 9);
expect(view.rect.y * 1.25).toBeCloseTo(196, 9);
});
it('auto picks the step in device pixels, and fit reports device pixels', () => {
expect(cameraFactor(plain.props, 1100, 700, 'auto', 1.25)).toBe(2);
expect(cameraFactor(plain.props, 1100, 700, 'auto')).toBe(1);
expect(cameraFactor(plain.props, 800, 600, 'fit', 1.25)).toBeCloseTo(1.5625, 9);
expect(cameraView(plain, 800, 600, 'fit', 1.25).scale).toBeCloseTo(1.25, 9);
});
});
describe('gameScaleFactor', () => {
it('fit is the exact factor that fills the tighter side', () => {
expect(gameScaleFactor('fit', 640, 360, 800, 600)).toBeCloseTo(1.25, 9);
});
it('auto takes the largest step that still fits', () => {
expect(gameScaleFactor('auto', 640, 360, 800, 600)).toBe(1);
expect(gameScaleFactor('auto', 640, 360, 1280, 720)).toBe(2);
expect(gameScaleFactor('auto', 640, 360, 639, 600)).toBe(0.5);
expect(gameScaleFactor('auto', 320, 180, 2000, 2000)).toBe(4);
});
it('auto falls back to the smallest step when not even that fits', () => {
expect(gameScaleFactor('auto', 4000, 4000, 800, 600)).toBe(0.25);
});
it('a fixed step ignores the view size', () => {
for (const step of GAME_SCALE_STEPS) expect(gameScaleFactor(step, 640, 360, 10, 10)).toBe(step);
});
});