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Utilities

Helper functions for common configuration patterns.

gridToSize

Converts grid-based dimensions (columns/rows) to pixel-based config plus the board center. Useful when you want to think in terms of "how many cells should be visible" rather than pixel dimensions.

import { gridToSize } from "@canvas-tile-engine/core";

const { center, ...board } = gridToSize({ columns: 12, rows: 12, cellSize: 50 });

const config = {
...board,
gridAligned: true,
backgroundColor: "#337426",
eventHandlers: { drag: true, zoom: true },
};

// board.size = { width: 600, height: 600 }
// board.scale = 50
// center = { x: 5.5, y: 5.5 }

Parameters

ParameterTypeDescription
columnsnumberNumber of grid columns to display
rowsnumberNumber of grid rows to display
cellSizenumberSize of each cell in pixels

Returns

{
size: {
width: number;
height: number;
}
scale: number;
center: {
x: number; // (columns - 1) / 2
y: number; // (rows - 1) / 2
}
}
Why (columns - 1) / 2?

Integer world coordinates are cell centers: cell k spans [k - 0.5, k + 0.5]. A board of cells 0..N-1 therefore spans [-0.5, N - 0.5] and is centered at (N - 1) / 2. Pass the returned center to the engine so the board exactly fills the viewport - without it the engine centers on world (0, 0) and most of the board sits off-screen.

Example: Fixed game board

import { CanvasTileEngine, gridToSize } from "@canvas-tile-engine/core";
import { RendererCanvas } from "@canvas-tile-engine/renderer-canvas";

const wrapper = document.getElementById("game") as HTMLDivElement;

const { center, ...board } = gridToSize({ columns: 8, rows: 8, cellSize: 60 });

const engine = new CanvasTileEngine(
wrapper,
{
...board,
gridAligned: true,
backgroundColor: "#2d2d2d",
eventHandlers: { click: true, hover: true, drag: false, zoom: false },
},
new RendererCanvas(),
center, // { x: 3.5, y: 3.5 } - cells 0..7 exactly fill the canvas
);

// Creates a 480x480 pixel canvas showing an 8x8 grid

fitScale

The scale (pixels per world unit) at which a world rectangle exactly fits a viewport — the same math fitBounds uses to pick its target scale, exposed as a pure function for config time. Where gridToSize derives config for fixed boards, fitScale derives scale limits for free-form content, so scale/minScale stop being hand-tuned constants that must be recalibrated every time the content size changes.

import { fitScale } from "@canvas-tile-engine/core";

const VIEWPORT = { width: 800, height: 600 };
const WORLD_BOUNDS = { minX: 0, maxX: 200, minY: 0, maxY: 120 };

const fit = fitScale(WORLD_BOUNDS, VIEWPORT, { paddingPx: 24 });

const config = {
size: VIEWPORT,
scale: fit, // open showing everything
minScale: fit * 0.8, // small overview slack - your policy
maxScale: 64, // quality cap - intentionally hand-picked (see below)
};

When the content grows 10x, fit shrinks 10x automatically — no retuning. Only maxScale stays a deliberate choice: it is a content-resolution quality cap (at what pixel density your tiles or labels stop looking good), which no bounds can imply.

Parameters

ParameterTypeDescription
bounds{ minX, maxX, minY, maxY }Rectangle to fit. Every edge must be finite.
size{ width, height }Viewport size in logical pixels.
options.paddingnumberWorld-unit margin on every side; scales with the content. Default 0.
options.paddingPxnumberScreen-pixel margin kept free on every side, content-size-independent. Wins over padding.

Returns the fitting scale as a plain number, unclamped — apply your own min/max policy. Throws a ConfigValidationError on non-finite bounds, min >= max on an axis, negative paddings, or a non-positive size. Because fitBounds shares this exact computation, engine.fitBounds(bounds, { paddingPx: 24 }) lands precisely on the scale fitScale(bounds, size, { paddingPx: 24 }) returns (before scale-limit clamping).

Example: content-driven scale limits

function configForContent(bounds: Bounds) {
const fit = fitScale(bounds, VIEWPORT, { paddingPx: 24 });
return {
size: VIEWPORT,
scale: fit,
minScale: fit * 0.8,
maxScale: 64,
};
}

// Later, when the content changes at runtime:
const fit = fitScale(newBounds, engine.getSize(), { paddingPx: 24 });
engine.setScaleLimits(fit * 0.8, 64);
engine.fitBounds(newBounds, { paddingPx: 24 });

itemsBounds

The world rectangle enclosing a list of items — the missing half of fitBounds and fitScale, both of which take a rectangle you had to compute by hand:

import { itemsBounds } from "@canvas-tile-engine/core";

// Fit to a selection. The result is null when there is nothing to frame, so
// guard it: "zoom to selection" with an empty selection should not move the
// camera.
const selection = itemsBounds(selectedSeats);
if (selection) {
engine.fitBounds(selection, { paddingPx: 24 });
}

// Fit to whatever a marquee caught - rects, lines and paths in one list
const picked = engine.hitTestRect(marquee, { mode: "contain" }).map((hit) => hit.item);
const region = itemsBounds(picked);
if (region) {
engine.fitBounds(region, { paddingPx: 24 });
}

// Derive scale limits from the content that exists right now
const content = itemsBounds(tiles);
if (content) {
const fit = fitScale(content, engine.getSize(), { paddingPx: 24 });
engine.setScaleLimits(fit * 0.8, 64);
}

A set you know is non-empty (a fixed board, a hard-coded tile list) can skip the guard with a non-null assertion — itemsBounds(tiles)! — but anything derived from user selection or a hit test needs it.

Parameters

ParameterTypeDescription
itemsBoundedItem[]Any mix of drawn items. Every kind the draw API accepts fits as-is, so hitTest results need no filtering.

Returns { minX, maxX, minY, maxY }, or null when nothing in the list has bounds (an empty list, or only items that draw nothing — guard before passing it on).

Each kind contributes the geometry it is drawn from:

KindBox
Rect, Circle, Text, Imagewidth ?? size by height ?? size world units (default 1), centered on the anchor
Lineits two endpoints
Pathvertex box for points, control-point hull for commands

Items that draw nothing are skipped rather than counted: a path with fewer than two points, an empty command list, an object with no geometry at all.

Deliberately left out, so the result stays camera-independent:

  • origin offsets and rotate — both stay within half an item of this box; add your own padding if you need the slack.
  • sizePx / fontPx — pixel sizes only gain a world extent once you pick a camera scale.
  • Measured text — a Text item contributes its size box, not its glyph extents. The engine has no font metrics (that is what keeps core platform-agnostic), so a long label reaches past this box. Pad accordingly when framing labels.

Example: zoom to a group

const group = units.filter((u) => u.data.team === "red");
const bounds = itemsBounds(group);
if (bounds) {
engine.fitBounds(bounds, { paddingPx: 32, durationMs: 300 });
}