Why should crop mode limit the view to the size of the layout?
Well ok I should probably make myself more clear. No view mode should render outside the layout in my opinion. Give me a good example of where anybody would want to render outside the frame, and I might reconsider asking for an option to turn it on/off.
You know we have to support a whole ton of screen sizes, but what
happens when I want to render say, a max 640 x 480 area on 1920 x 1080
screen. I start to see everything that lives outside the frame, which
is not desired in any case. So first of all, crop mode is not fit for
purpose in this case. However, when I play on a 320 x 480 mobile
device, the crop behaviour works perfectly.
If you can't understand why I don't just upscale, you clearly never worked with a pixel artist.
All I am saying is that expanding beyond the limit of the frame isn't
useful to anyone and it makes sense to clip to the frame size, because
displays can be larger than the frame.
Moreover, assuming it were useful to render outside the frame, the behaviour of objects outside the frame area is inconsistent with objects in side the frame area. Suppose I have a single sprite that is scrolling to the right. If I move the sprite down too far outside the frame it stops scrolling. Its still rendered. I'm rendering inactive objects.
I just don't expect anything to render outside the frame ever. This area is where visually bad stuff can happen. That's the whole point of the frame is it not? You can also be more efficient with rendering by doing this (assuming construct applies any sort of basic spatial querying).
The notion of "crop mode" is still valid if you don't render contents outside the frame.
Who wants to rely on a screen size being smaller than some arbitrary
size? I'd rather not rely on the screen size being smaller than the
frame, but I want the crop behaviour on screens which are smaller than
the frame size. I can't imagine anybody wanting the current behaviour.