konva/src/Canvas.ts

217 lines
6.4 KiB
TypeScript
Raw Normal View History

2019-01-02 04:59:27 +08:00
import { Util, Collection } from './Util';
import { SceneContext, HitContext, Context } from './Context';
import { glob, getGlobalKonva } from './Global';
// calculate pixel ratio
var _pixelRatio;
function getDevicePixelRatio() {
if (_pixelRatio) {
return _pixelRatio;
}
var canvas = Util.createCanvasElement();
var context = canvas.getContext('2d');
_pixelRatio = (function() {
var devicePixelRatio = glob.window.devicePixelRatio || 1,
backingStoreRatio =
context.webkitBackingStorePixelRatio ||
context.mozBackingStorePixelRatio ||
context.msBackingStorePixelRatio ||
context.oBackingStorePixelRatio ||
context.backingStorePixelRatio ||
1;
return devicePixelRatio / backingStoreRatio;
})();
return _pixelRatio;
}
interface ICanvasConfig {
width?: number;
height?: number;
pixelRatio?: number;
}
/**
* Canvas Renderer constructor
* @constructor
* @abstract
* @memberof Konva
* @param {Object} config
* @param {Number} config.width
* @param {Number} config.height
* @param {Number} config.pixelRatio KonvaJS automatically handles pixel ratio adjustments in order to render crisp drawings
* on all devices. Most desktops, low end tablets, and low end phones, have device pixel ratios
* of 1. Some high end tablets and phones, like iPhones and iPads (not the mini) have a device pixel ratio
* of 2. Some Macbook Pros, and iMacs also have a device pixel ratio of 2. Some high end Android devices have pixel
* ratios of 2 or 3. Some browsers like Firefox allow you to configure the pixel ratio of the viewport. Unless otherwise
* specified, the pixel ratio will be defaulted to the actual device pixel ratio. You can override the device pixel
* ratio for special situations, or, if you don't want the pixel ratio to be taken into account, you can set it to 1.
*/
export class Canvas {
pixelRatio = 1;
_canvas: HTMLCanvasElement;
context: Context;
width = 0;
height = 0;
isCache = false;
constructor(config: ICanvasConfig) {
this.init(config);
var conf = config || {};
var pixelRatio =
conf.pixelRatio || getGlobalKonva().pixelRatio || getDevicePixelRatio();
this.pixelRatio = pixelRatio;
this._canvas = Util.createCanvasElement();
// set inline styles
this._canvas.style.padding = '0';
this._canvas.style.margin = '0';
this._canvas.style.border = '0';
this._canvas.style.background = 'transparent';
this._canvas.style.position = 'absolute';
this._canvas.style.top = '0';
this._canvas.style.left = '0';
}
init(config) {}
/**
* get canvas context
* @method
* @memberof Konva.Canvas.prototype
* @returns {CanvasContext} context
*/
getContext() {
return this.context;
}
/**
* get pixel ratio
* @method
* @memberof Konva.Canvas.prototype
* @returns {Number} pixel ratio
*/
getPixelRatio() {
return this.pixelRatio;
}
/**
* get pixel ratio
* @method
* @memberof Konva.Canvas.prototype
* @param {Number} pixelRatio KonvaJS automatically handles pixel ratio adustments in order to render crisp drawings
* on all devices. Most desktops, low end tablets, and low end phones, have device pixel ratios
* of 1. Some high end tablets and phones, like iPhones and iPads have a device pixel ratio
* of 2. Some Macbook Pros, and iMacs also have a device pixel ratio of 2. Some high end Android devices have pixel
* ratios of 2 or 3. Some browsers like Firefox allow you to configure the pixel ratio of the viewport. Unless otherwise
* specificed, the pixel ratio will be defaulted to the actual device pixel ratio. You can override the device pixel
* ratio for special situations, or, if you don't want the pixel ratio to be taken into account, you can set it to 1.
*/
setPixelRatio(pixelRatio) {
var previousRatio = this.pixelRatio;
this.pixelRatio = pixelRatio;
this.setSize(
this.getWidth() / previousRatio,
this.getHeight() / previousRatio
);
}
/**
* set width
* @method
* @memberof Konva.Canvas.prototype
* @param {Number} width
*/
setWidth(width) {
// take into account pixel ratio
this.width = this._canvas.width = width * this.pixelRatio;
this._canvas.style.width = width + 'px';
var pixelRatio = this.pixelRatio,
_context = this.getContext()._context;
_context.scale(pixelRatio, pixelRatio);
}
/**
* set height
* @method
* @memberof Konva.Canvas.prototype
* @param {Number} height
*/
setHeight(height) {
// take into account pixel ratio
this.height = this._canvas.height = height * this.pixelRatio;
this._canvas.style.height = height + 'px';
var pixelRatio = this.pixelRatio,
_context = this.getContext()._context;
_context.scale(pixelRatio, pixelRatio);
}
/**
* get width
* @method
* @memberof Konva.Canvas.prototype
* @returns {Number} width
*/
getWidth() {
return this.width;
}
/**
* get height
* @method
* @memberof Konva.Canvas.prototype
* @returns {Number} height
*/
getHeight() {
return this.height;
}
/**
* set size
* @method
* @memberof Konva.Canvas.prototype
* @param {Number} width
* @param {Number} height
*/
setSize(width, height) {
this.setWidth(width);
this.setHeight(height);
}
/**
* to data url
* @method
* @memberof Konva.Canvas.prototype
* @param {String} mimeType
* @param {Number} quality between 0 and 1 for jpg mime types
* @returns {String} data url string
*/
toDataURL(mimeType, quality) {
try {
// If this call fails (due to browser bug, like in Firefox 3.6),
// then revert to previous no-parameter image/png behavior
return this._canvas.toDataURL(mimeType, quality);
} catch (e) {
try {
return this._canvas.toDataURL();
} catch (err) {
Util.warn('Unable to get data URL. ' + err.message);
return '';
}
}
}
}
export class SceneCanvas extends Canvas {
constructor(config: ICanvasConfig = { width: 0, height: 0 }) {
super(config);
this.context = new SceneContext(this);
this.setSize(config.width, config.height);
}
}
export class HitCanvas extends Canvas {
hitCanvas = true;
constructor(config: ICanvasConfig = { width: 0, height: 0 }) {
super(config);
this.context = new HitContext(this);
this.setSize(config.width, config.height);
this.hitCanvas = true;
}
}