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updated Canvas docs
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@@ -18,6 +18,13 @@
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* @memberof Kinetic
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* @memberof Kinetic
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* @param {Number} width
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* @param {Number} width
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* @param {Number} height
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* @param {Number} height
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* @param {Number} pixelRatio KineticJS automatically handles pixel ratio adustments in order to render crisp drawings
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* on all devices. Most desktops, low end tablets, and low end phones, have device pixel ratios
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* of 1. Some high end tablets and phones, like iPhones and iPads (not the mini) have a device pixel ratio
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* of 2. Some Macbook Pros, and iMacs also have a device pixel ratio of 2. Some high end Android devices have pixel
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* ratios of 2 or 3. Some browsers like Firefox allow you to configure the pixel ratio of the viewport. Unless otherwise
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* specificed, the pixel ratio will be defaulted to the actual device pixel ratio. You can override the device pixel
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* ratio for special situations, or, if you don't want the pixel ratio to be taken into account, you can set it to 1.
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*/
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*/
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Kinetic.Canvas = function(config) {
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Kinetic.Canvas = function(config) {
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this.init(config);
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this.init(config);
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@@ -60,6 +67,13 @@
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* get pixel ratio
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* get pixel ratio
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* @method
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* @method
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* @memberof Kinetic.Canvas.prototype
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* @memberof Kinetic.Canvas.prototype
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* @param {Number} pixelRatio KineticJS automatically handles pixel ratio adustments in order to render crisp drawings
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* on all devices. Most desktops, low end tablets, and low end phones, have device pixel ratios
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* of 1. Some high end tablets and phones, like iPhones and iPads (not the mini) have a device pixel ratio
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* of 2. Some Macbook Pros, and iMacs also have a device pixel ratio of 2. Some high end Android devices have pixel
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* ratios of 2 or 3. Some browsers like Firefox allow you to configure the pixel ratio of the viewport. Unless otherwise
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* specificed, the pixel ratio will be defaulted to the actual device pixel ratio. You can override the device pixel
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* ratio for special situations, or, if you don't want the pixel ratio to be taken into account, you can set it to 1.
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*/
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*/
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setPixelRatio: function(pixelRatio) {
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setPixelRatio: function(pixelRatio) {
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this.pixelRatio = pixelRatio;
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this.pixelRatio = pixelRatio;
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@@ -77,6 +91,7 @@
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* get canvas element
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* get canvas element
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* @method
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* @method
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* @memberof Kinetic.Canvas.prototype
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* @memberof Kinetic.Canvas.prototype
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* @returns {DomElement} canvas element
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*/
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*/
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getElement: function() {
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getElement: function() {
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return this.element;
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return this.element;
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@@ -85,6 +100,7 @@
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* get canvas context
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* get canvas context
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* @method
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* @method
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* @memberof Kinetic.Canvas.prototype
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* @memberof Kinetic.Canvas.prototype
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* @returns {CanvasContext} context
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*/
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*/
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getContext: function() {
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getContext: function() {
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return this.context;
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return this.context;
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@@ -115,6 +131,7 @@
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* get width
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* get width
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* @method
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* @method
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* @memberof Kinetic.Canvas.prototype
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* @memberof Kinetic.Canvas.prototype
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* @returns {Number} width
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*/
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*/
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getWidth: function() {
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getWidth: function() {
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return this.width;
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return this.width;
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@@ -123,6 +140,7 @@
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* get height
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* get height
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* @method
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* @method
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* @memberof Kinetic.Canvas.prototype
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* @memberof Kinetic.Canvas.prototype
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* @returns {Number} height
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*/
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*/
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getHeight: function() {
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getHeight: function() {
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return this.height;
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return this.height;
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@@ -162,6 +180,7 @@
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* @memberof Kinetic.Canvas.prototype
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* @memberof Kinetic.Canvas.prototype
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* @param {String} mimeType
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* @param {String} mimeType
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* @param {Number} quality between 0 and 1 for jpg mime types
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* @param {Number} quality between 0 and 1 for jpg mime types
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* @returns {String} data url string
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*/
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*/
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toDataURL: function(mimeType, quality) {
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toDataURL: function(mimeType, quality) {
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try {
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try {
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