Portrait on the web player was 420px off-screen — rotating a box does not move it

Reported as "rotation doesn't work correctly". It is a geometry bug, not a
rendering one, which is why it reads as mysterious.

#playerContainer is pinned `inset: 0`. Rotation set width:100vh, height:100vw and
rotate(90deg) — leaving the box in the TOP-LEFT corner and spinning it about its
own centre rather than the viewport's. On a 1920x1080 panel the content landed at
x -420..1500, y 420..1500 against a viewport of 0..1920, 0..1080: correctly
rotated, wrongly placed, cropped on two edges.

Tizen already did this correctly — top/left 50% plus translate(-50%,-50%) — and
Android does the equivalent with translationX/Y of (w-h)/2. The web player was
the odd one out, and BrightSign inherited it on top of its own hardware-plane
problem.

The rule now lives in server/lib/orientation-style.js, served to the player from
its single source, with the arithmetic pinned by tests that compute where the
rotated box actually lands on 16:9 and 5:4 panels. Three things those tests hold
that are easy to get wrong: the translate must come BEFORE the rotate (transforms
apply right-to-left, so reversing them rotates the correction too), 180 must NOT
swap dimensions (the box already fits; swapping letterboxes it), and landscape
must clear EVERY property the rotated state set (a half-reset leaves the
container stuck at 100vh wide, so rotation appears to persist after switching
back).

1074 pass.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Uaeo9MvzKoyXuN6ZsbhtkL
This commit is contained in:
ScreenTinker 2026-08-05 12:58:50 -05:00
parent 1c7d5f1359
commit 604c390a55
4 changed files with 197 additions and 14 deletions

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@ -0,0 +1,71 @@
'use strict';
/*
* The CSS needed to rotate a full-screen player container.
*
* This looks trivial and is not, because rotating a box does NOT move it. The web player set
* `width:100vh; height:100vw` and `rotate(90deg)` on a container pinned `inset: 0`, which leaves
* the box in the top-left corner and spins it about ITS OWN centre not the viewport's. On a
* 1920x1080 panel that put the content 420px off-screen to the left and 420px off the bottom:
* portrait content, correctly rotated, in the wrong place and cropped on two edges.
*
* The box has to be centred on the viewport BEFORE it is turned. Tizen already does this
* (`top:50%; left:50%; translate(-50%,-50%) rotate()`), and Android does the equivalent with
* translationX/Y offsets of (w-h)/2 so the web player was the odd one out.
*
* Returned as plain style values so the same rule can be asserted in a test without a browser,
* and shared rather than re-derived per player. Every property the rotated state sets is also
* cleared by the landscape state: a half-reset leaves a container stuck at 100vh wide.
*/
const ROTATION_DEG = {
'landscape': 0,
'portrait': 90,
'landscape-flipped': 180,
'portrait-flipped': 270,
};
/**
* @param {string} orientation landscape | portrait | landscape-flipped | portrait-flipped
* @returns {{transform:string,width:string,height:string,top:string,left:string,transformOrigin:string}}
* Values to assign directly onto element.style. Empty string means "clear it".
*/
function orientationStyle(orientation) {
const deg = ROTATION_DEG[orientation];
// Unknown orientation falls back to landscape rather than throwing: a bad value from the server
// should leave a readable screen, not a blank or sideways one.
if (!deg) {
return { transform: '', width: '', height: '', top: '', left: '', transformOrigin: '' };
}
// 180 needs no dimension swap — the box already matches the viewport, it just turns over. Giving
// it the portrait treatment would swap width and height for no reason and letterbox it.
const swap = deg === 90 || deg === 270;
if (!swap) {
return {
transform: 'rotate(180deg)',
width: '', height: '', top: '', left: '',
transformOrigin: 'center center',
};
}
return {
// translate BEFORE rotate: transforms apply right-to-left, so the box is turned about its own
// centre and then that centre is moved onto the viewport's. Reversing them rotates the offset
// as well and puts the content back off-screen.
transform: 'translate(-50%, -50%) rotate(' + deg + 'deg)',
width: '100vh',
height: '100vw',
top: '50%',
left: '50%',
transformOrigin: 'center center',
};
}
if (typeof module !== 'undefined' && module.exports) {
module.exports = { orientationStyle, ROTATION_DEG };
}
if (typeof window !== 'undefined') {
window.OrientationStyle = { orientationStyle, ROTATION_DEG };
}

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@ -240,6 +240,7 @@
<script src="/socket.io/socket.io.js"></script>
<script src="/player/schedule-eval.js"></script>
<script src="/player/media-mute.js"></script>
<script src="/player/orientation-style.js"></script>
<script src="/player/player-media-health.js"></script>
<!-- feat/transition-engine: WebGL transition runtime (renderer + shaders). Optional; if it fails to
load the player just hard-cuts. Not deferred so it's ready before the first content swap. -->
@ -2154,20 +2155,25 @@
console.log('[bs] output rotated by host; CSS transform cleared');
});
}
const rotations = { 'landscape': '0deg', 'portrait': '90deg', 'landscape-flipped': '180deg', 'portrait-flipped': '270deg' };
const portrait = data.orientation.includes('portrait');
[document.getElementById('playerContainer'), document.getElementById('pipContainer')].forEach((el) => {
if (!el) return;
el.style.transform = `rotate(${rotations[data.orientation] || '0deg'})`;
if (portrait) {
el.style.transformOrigin = 'center center';
el.style.width = '100vh';
el.style.height = '100vw';
} else {
el.style.width = '';
el.style.height = '';
}
});
// Geometry from the shared rule (server/lib/orientation-style.js). The previous inline
// version rotated the container about its own centre while it stayed pinned top-left, so
// portrait content landed 420px off-screen on a 1920x1080 panel — rotated correctly and
// placed wrongly. Tizen and Android both centre the box first; the web player did not.
const st = window.OrientationStyle
? window.OrientationStyle.orientationStyle(data.orientation)
: null;
if (st) {
[document.getElementById('playerContainer'), document.getElementById('pipContainer')]
.forEach((el) => {
if (!el) return;
el.style.transform = st.transform;
el.style.transformOrigin = st.transformOrigin;
el.style.width = st.width;
el.style.height = st.height;
el.style.top = st.top;
el.style.left = st.left;
});
}
}
// Apply (or clear) wall mode. Force re-render when wall config changes

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@ -380,6 +380,14 @@ app.get('/player/st-sync.js', (req, res) => {
// duplicated because this rule disagreed with itself across players for exactly as long as it was
// written three times: a YouTube embed ignored the per-item mute on the web player and could never
// unmute at all on Tizen.
// Orientation geometry, from its single source. Rotating a box does not move it: the previous
// inline rule spun the container about its own top-left-pinned centre and put portrait content
// 420px off-screen on a 1920x1080 panel.
app.get('/player/orientation-style.js', (req, res) => {
res.type('application/javascript').setHeader('Cache-Control', 'no-cache');
res.sendFile(path.join(__dirname, 'lib', 'orientation-style.js'));
});
app.get('/player/media-mute.js', (req, res) => {
res.type('application/javascript').setHeader('Cache-Control', 'no-cache');
res.sendFile(path.join(__dirname, 'lib', 'media-mute.js'));

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@ -0,0 +1,98 @@
'use strict';
// Rotating a box does not move it, and that is the whole bug.
//
// The web player set `width:100vh; height:100vw` and `rotate(90deg)` on a container pinned
// `inset: 0`. The box stayed in the top-left corner and spun about ITS OWN centre rather than the
// viewport's, so on a 1920x1080 panel the content landed 420px off-screen left and 420px off the
// bottom — correctly rotated, wrongly placed, cropped on two edges. Reported as "rotation doesn't
// work"; it looked like a rendering bug rather than a geometry one.
//
// Tizen already did this correctly (top/left 50% + translate(-50%,-50%)) and Android does the
// equivalent with translationX/Y of (w-h)/2. The web player was the odd one out, which is why the
// rule now lives in one place with the arithmetic pinned below.
const { test } = require('node:test');
const assert = require('node:assert/strict');
const { orientationStyle } = require('../lib/orientation-style');
/** Where does the rotated box actually land, given these styles on a viewport? */
function occupies(style, vw, vh) {
const px = (v) => {
if (v === '100vh') return vh;
if (v === '100vw') return vw;
return null;
};
const bw = px(style.width) ?? vw;
const bh = px(style.height) ?? vh;
// top/left 50% place the box's ORIGIN at the viewport centre; translate(-50%,-50%) then pulls it
// back by half its own size, so the box centre coincides with the viewport centre.
const centreX = style.left === '50%' ? vw / 2 : bw / 2;
const centreY = style.top === '50%' ? vh / 2 : bh / 2;
const rot = /rotate\((\d+)deg\)/.exec(style.transform || '');
const deg = rot ? Number(rot[1]) : 0;
const swap = deg === 90 || deg === 270;
const spanX = swap ? bh : bw;
const spanY = swap ? bw : bh;
return {
x0: centreX - spanX / 2, x1: centreX + spanX / 2,
y0: centreY - spanY / 2, y1: centreY + spanY / 2,
};
}
test('THE BUG: portrait covers the viewport exactly, instead of hanging off two edges', () => {
const box = occupies(orientationStyle('portrait'), 1920, 1080);
assert.equal(box.x0, 0, 'left edge — was -420 before the fix');
assert.equal(box.x1, 1920);
assert.equal(box.y0, 0, 'top edge — was 420 before the fix');
assert.equal(box.y1, 1080);
});
test('portrait-flipped lands identically — only the content direction differs', () => {
const box = occupies(orientationStyle('portrait-flipped'), 1920, 1080);
assert.deepEqual(box, { x0: 0, x1: 1920, y0: 0, y1: 1080 });
});
test('the translate comes BEFORE the rotate, or the offset is rotated too', () => {
// transform functions apply right-to-left: rotate about the box centre, THEN move that centre.
// Swapping them turns the -50%,-50% correction by 90 degrees and puts the content back off-screen.
const t = orientationStyle('portrait').transform;
assert.match(t, /^translate\(-50%, -50%\) rotate\(90deg\)$/);
});
test('portrait swaps the box dimensions', () => {
const s = orientationStyle('portrait');
assert.equal(s.width, '100vh');
assert.equal(s.height, '100vw');
});
test('180 does NOT swap dimensions — the box already fits, it just turns over', () => {
// Giving it the portrait treatment would swap width and height for no reason and letterbox it.
const s = orientationStyle('landscape-flipped');
assert.equal(s.transform, 'rotate(180deg)');
assert.equal(s.width, '');
assert.equal(s.height, '');
const box = occupies(s, 1920, 1080);
assert.deepEqual(box, { x0: 0, x1: 1920, y0: 0, y1: 1080 });
});
test('landscape clears EVERY property the rotated state set', () => {
// A half-reset leaves the container stuck at 100vh wide — rotation appears to "stick" after
// switching back, which is its own bug report.
const rotated = orientationStyle('portrait');
const reset = orientationStyle('landscape');
for (const k of Object.keys(rotated)) {
assert.equal(reset[k], '', `${k} must be cleared, or it survives the switch back to landscape`);
}
});
test('an unknown orientation falls back to landscape rather than throwing', () => {
// A bad value from the server should leave a readable screen, not a blank or sideways one.
assert.deepEqual(orientationStyle('sideways-ish'), orientationStyle('landscape'));
assert.deepEqual(orientationStyle(undefined), orientationStyle('landscape'));
});
test('the geometry holds on a non-16:9 panel too', () => {
const box = occupies(orientationStyle('portrait'), 1280, 1024);
assert.deepEqual(box, { x0: 0, x1: 1280, y0: 0, y1: 1024 });
});