The #78 investigation rejected hardware f32/f64 for the coordinate types (they would desync lockstep/replay/save) and identified camera zoom as the one genuinely-missing render feature. Ship it: Camera.zoom(scale) scales the whole view about the screen centre by a Q16.16 factor, threaded through the same two framebuffer chokepoints (rt_put_px/rt_fill_rect) that carry the camera offset, so it composes with Camera.set/follow/shake. Gated by an internal rt_cam_zoomed flag so a game that never zooms renders byte-for-byte identically (golden renders unchanged); Camera.zoom(1.0) turns it back off. The world coordinate types stay integer px + Q16.16 velocity, so it's a pure render-time transform and itself deterministic. Example examples/library/camera_zoom.ludic (pixel-readback verified), docs page, RFC updated (docs/RFC-POSITION-TYPES.md). Full suite 105/0, fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
1.4 KiB
1.4 KiB
| id | name | category | kind | tokens | sig | tip | order | ns | member |
|---|---|---|---|---|---|---|---|---|---|
| camera-zoom | Camera.zoom | camera | namespace-method | Camera.zoom | Camera.zoom(scale) | Scale the whole view about the screen centre by a Q16.16 factor (1.0 = none). | 4 | Camera | zoom |
Sets a render-time zoom: every draw is scaled about the screen centre by scale, a Q16.16 fixed factor. 1.0 is no zoom (and turns the zoom path back off, restoring the byte-identical un-zoomed blit); 2.0 is 2x in; 0.5 is 2x out. It composes with Camera.set / Camera.follow (which move the view) and Camera.shake.
Zoom is a render-time transform, not a change to the world coordinate types — those stay integer pixels + Q16.16 velocity so lockstep, replay and world_save hold (see the position-types RFC, #78). Because it rides on fixed-point, the zoom is itself deterministic: the same scale produces the same pixels on every machine and headless.
Parameters:
scale— the zoom factor (fixed);1.0= no zoom,>1zooms in,<1zooms out
program Demo {
property Cam { z: fixed = 1.0 }
model View { Cam }
handler DrawWorld phase Render {
Camera.zoom(2.0)
Screen.fill_rectangle(150, 110, 20, 20, 0xffcc00)
Screen.show()
}
}