scale by whole pixels, and make the stage small enough to matter

Two halves of the same problem: the picture was sharp everywhere and wrong
overall.

── whole-number scaling ──

The canvas is now sized to the largest WHOLE number of device pixels per
source pixel that fits the panel, measured with a ResizeObserver and the
device pixel ratio. Below 1x it takes a unit fraction instead, so the rows
that survive are evenly spaced rather than dropped in clumps.

This is a 16px-per-cell bitmap from 1995. At a fractional scale one cell gets
three screen pixels and its neighbour gets two, the grid goes uneven and the
digits wobble — which reads as "not quite right" rather than as blur, and
`image-rendering: pixelated` does not help because unevenness is not blur.
A fractional devicePixelRatio produces exactly this at what looks like 1:1.

It is also allowed to scale UP past the framebuffer's own size, which was the
other half of it: `max-w-full` only ever shrinks, so on a wide panel the
canvas sat at its intrinsic size using a fraction of the pixels available.

── a smaller stage ──

800x600 down to 560x400. The stage is what gets scaled to fill the panel, so
every pixel of empty surround is panel the game does not get, and the whole-
number steps are far apart: in an 1866-device-pixel panel, 800 wide lands on
2x and 560 wide lands on 3x. Same panel, half again as much game.

560x400 is expert (504x342, measured on this machine) plus a margin. A custom
board bigger than the stage is now clipped at the right and bottom rather than
shrunk; `centre` clamps at zero so the menu bar stays reachable. Widen the two
constants if that turns out to be the wrong trade.

Verified: beginner centres at 204,93 on the new stage, which is exact.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
This commit is contained in:
2026-08-23 21:26:10 +00:00
co-authored by Claude Opus 5
parent ad2aa632a5
commit 26c8dd3e1a
3 changed files with 76 additions and 15 deletions
+53 -10
View File
@@ -1,4 +1,4 @@
import { useCallback, useEffect, useRef, useState } from 'react';
import { useCallback, useEffect, useMemo, useRef, useState } from 'react';
import { Bomb, Loader2, Play, RefreshCw } from 'lucide-react';
import { useClient } from 'hooks/useClient';
import type { RfbError } from './rfb';
@@ -20,7 +20,7 @@ type SessionStatus = {
//
// Only a placeholder until `onReady`, which sizes the canvas from the real framebuffer. Drift with the
// sidecar's stage costs one frame of the wrong aspect ratio and nothing else.
const PLACEHOLDER = { width: 800, height: 600 };
const PLACEHOLDER = { width: 560, height: 400 };
const BUTTON_MASK: Record<number, number> = { 0: 1, 1: 2, 2: 4 };
@@ -58,11 +58,52 @@ export const MinesweeperPanel = () => {
const rfbRef = useRef<RfbClient | null>(null);
const buttonsRef = useRef(0);
const boxRef = useRef<HTMLDivElement | null>(null);
const [frame, setFrame] = useState<{ width: number; height: number } | null>(null);
const [box, setBox] = useState<{ width: number; height: number; dpr: number } | null>(null);
const [status, setStatus] = useState<SessionStatus | null>(null);
const [error, setError] = useState<string | null>(null);
const [connected, setConnected] = useState(false);
const [busy, setBusy] = useState(false);
// Measured rather than assumed, because the scale below has to be exact and a panel is resizable.
// Re-attached when the session starts: until then this branch of the tree is not rendered and the ref
// is null, so a mount-only observer would watch nothing for the rest of the session.
useEffect(() => {
const node = boxRef.current;
if (!node) return;
const observer = new ResizeObserver(([entry]) => {
const rect = entry?.contentRect;
if (rect) setBox({ width: rect.width, height: rect.height, dpr: window.devicePixelRatio || 1 });
});
observer.observe(node);
return () => observer.disconnect();
}, [status?.running]);
/**
* How big to draw the stage — and the answer is always a WHOLE number of screen pixels per source
* pixel, or a whole number of source pixels per screen pixel.
*
* This is a 16px-per-cell bitmap from 1995. At a fractional scale some cells get three screen pixels
* and their neighbours get two, so the grid goes uneven and the digits wobble: sharp everywhere and
* wrong overall, which is what "not quite right" looks like on pixel art. `image-rendering: pixelated`
* does not save you — it removes the blur, not the unevenness.
*
* Computed in DEVICE pixels, so a 2x display gets 2x the detail rather than the same picture twice as
* large. And it is allowed to scale UP past the framebuffer's own size, which is the part that was
* missing: on a 1x display the canvas sat at 800 CSS px in a panel twice that wide, using a quarter of
* the pixels available to it.
*/
const stage = useMemo(() => {
if (!frame || !box || box.width <= 0 || box.height <= 0) return null;
const fit = Math.min((box.width * box.dpr) / frame.width, (box.height * box.dpr) / frame.height);
// Below 1 there is nothing to floor to, so take a unit fraction: the rows that survive are then
// evenly spaced instead of dropped in clumps.
const scale = fit >= 1 ? Math.floor(fit) : 1 / Math.ceil(1 / fit);
return { width: (frame.width * scale) / box.dpr, height: (frame.height * scale) / box.dpr };
}, [frame, box]);
const refresh = useCallback(async () => {
try {
setStatus(await clientRef.current.get<SessionStatus>('/minesweeper/status'));
@@ -107,6 +148,7 @@ export const MinesweeperPanel = () => {
canvas.width = width;
canvas.height = height;
}
setFrame({ width, height });
setConnected(true);
setError(null);
},
@@ -127,6 +169,7 @@ export const MinesweeperPanel = () => {
canvas.width = width;
canvas.height = height;
}
setFrame({ width, height });
rfb.requestUpdate(false);
},
onError: (rfbError) => setError(describeRfbError(rfbError)),
@@ -197,7 +240,7 @@ export const MinesweeperPanel = () => {
return (
<div className="flex size-full flex-col items-center justify-center gap-3 bg-muted/30 p-4">
{/* min-h-0 on the row, so the canvas gives way to the status line rather than overflowing it. */}
<div className="flex min-h-0 w-full flex-1 items-center justify-center">
<div ref={boxRef} className="flex min-h-0 w-full flex-1 items-center justify-center">
<canvas
ref={canvasRef}
width={PLACEHOLDER.width}
@@ -206,14 +249,14 @@ export const MinesweeperPanel = () => {
onMouseUp={(ev) => onPointer(ev, 'up')}
onMouseMove={(ev) => onPointer(ev, 'move')}
onContextMenu={(ev) => ev.preventDefault()}
// Nearest-neighbour: this is a 16px-per-cell bitmap from 1995 and smoothing it looks like a
// photograph of a screen rather than the screen.
// Nearest-neighbour: smoothing a 1995 bitmap looks like a photograph of a screen rather than
// the screen. It is half of what keeps this sharp; `stage` above is the other half.
//
// max-w and max-h together, and no explicit width: a canvas is a replaced element, so CSS
// shrinks it to fit while holding its ratio. That is the whole "centred in the panel" — the
// flex parent does the centring and this does the scaling.
className="max-h-full max-w-full rounded-sm shadow-lg [image-rendering:pixelated]"
style={{ cursor: connected ? 'default' : 'progress' }}
// The max-* pair is only the fallback for the frame before `stage` is known — once it is, the
// explicit size governs and cannot exceed the box, so capping one axis would only squash the
// other.
className={`rounded-sm shadow-lg [image-rendering:pixelated] ${stage ? '' : 'max-h-full max-w-full'}`}
style={{ ...(stage ?? {}), cursor: connected ? 'default' : 'progress' }}
/>
</div>
<div className="flex items-center gap-3 text-xs text-muted-foreground">