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https://github.com/konvajs/konva.git
synced 2026-03-03 16:58:33 +08:00
implemented new pixel ratio logic, which covers all drawing cases using a canvas context. The new logic also has better performance than the previous
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@@ -1,4 +1,10 @@
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(function() {
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// calculate pixel ratio
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var canvas = document.createElement('canvas'),
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context = canvas.getContext('2d'),
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devicePixelRatio = window.devicePixelRatio || 1, backingStoreRatio = context.webkitBackingStorePixelRatio || context.mozBackingStorePixelRatio || context.msBackingStorePixelRatio || context.oBackingStorePixelRatio || context.backingStorePixelRatio || 1,
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pixelRatio = devicePixelRatio / backingStoreRatio;
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/**
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* Canvas Renderer constructor
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* @constructor
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@@ -12,10 +18,6 @@
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this.context = this.element.getContext('2d');
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this.setSize(width || 0, height || 0);
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};
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// calculate pixel ratio
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var canvas = document.createElement('canvas'), context = canvas.getContext('2d'), devicePixelRatio = window.devicePixelRatio || 1, backingStoreRatio = context.webkitBackingStorePixelRatio || context.mozBackingStorePixelRatio || context.msBackingStorePixelRatio || context.oBackingStorePixelRatio || context.backingStorePixelRatio || 1;
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Kinetic.Canvas.pixelRatio = devicePixelRatio / backingStoreRatio;
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Kinetic.Canvas.prototype = {
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/**
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@@ -53,7 +55,7 @@
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setWidth: function(width) {
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this.width = width;
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// take into account pixel ratio
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this.element.width = width * Kinetic.Canvas.pixelRatio;
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this.element.width = width * pixelRatio;
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this.element.style.width = width + 'px';
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},
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/**
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@@ -65,7 +67,7 @@
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setHeight: function(height) {
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this.height = height;
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// take into account pixel ratio
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this.element.height = height * Kinetic.Canvas.pixelRatio;
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this.element.height = height * pixelRatio;
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this.element.style.height = height + 'px';
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},
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/**
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@@ -205,15 +207,13 @@
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};
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Kinetic.SceneCanvas.prototype = {
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setWidth: function(width) {
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this.width = width;
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this.element.width = width;
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this.element.style.width = width + 'px';
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setWidth: function(width) {
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Kinetic.Canvas.prototype.setWidth.call(this, width);
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this.context.scale(pixelRatio, pixelRatio);
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},
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setHeight: function(height) {
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this.height = height;
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this.element.height = height;
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this.element.style.height = height + 'px';
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setHeight: function(height) {
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Kinetic.Canvas.prototype.setHeight.call(this, height);
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this.context.scale(pixelRatio, pixelRatio);
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},
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_fillColor: function(shape) {
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var context = this.context, fill = shape.getFill();
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