fix: keep the editor's image on physical pixels
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+17
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@@ -17,9 +17,15 @@ impl Fit {
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let (iw, ih) = (image.0 as f32, image.1 as f32);
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let (x, y, w, h) = area;
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let scale = (w / iw).min(h / ih).min(1.0 / pixels_per_point);
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// Centred, then onto a physical pixel boundary so that at 100 % each
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// image pixel is exactly one screen pixel (no half-texel blur).
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let snap = |v: f32| (v * pixels_per_point).floor() / pixels_per_point;
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Fit {
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scale,
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offset: (x + (w - iw * scale) / 2.0, y + (h - ih * scale) / 2.0),
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offset: (
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snap(x + (w - iw * scale) / 2.0),
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snap(y + (h - ih * scale) / 2.0),
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),
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}
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}
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@@ -73,6 +79,16 @@ mod tests {
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);
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}
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#[test]
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fn the_image_sits_on_physical_pixels() {
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// 1001 - 400 is odd: centring alone lands on half a pixel.
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let f = Fit::new((400, 300), (0.0, 0.0, 1001.0, 801.0), 1.0);
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assert_eq!(f.offset, (300.0, 250.0));
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let g = Fit::new((400, 300), (0.0, 0.0, 1001.0, 801.0), 1.5);
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let px = (g.offset.0 * 1.5, g.offset.1 * 1.5);
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assert_eq!(px, (px.0.round(), px.1.round()), "{g:?}");
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}
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#[test]
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fn round_trip() {
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let f = Fit::new((1920, 1080), (10.0, 40.0, 1000.0, 700.0), 1.25);
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