fixed bug with setSize method in Image object, and tweaked shape caching performance test to demonstrate a 4x drawing performance boost

This commit is contained in:
Eric Rowell
2012-07-22 17:05:45 -07:00
parent 781a2ebe60
commit da7429fb7b
4 changed files with 19 additions and 18 deletions

View File

@@ -3,7 +3,7 @@
* http://www.kineticjs.com/
* Copyright 2012, Eric Rowell
* Licensed under the MIT or GPL Version 2 licenses.
* Date: Jul 21 2012
* Date: Jul 22 2012
*
* Copyright (C) 2011 - 2012 by Eric Rowell
*
@@ -3956,11 +3956,6 @@ Kinetic.Image = Kinetic.Shape.extend({
};
// call super constructor
this._super(config);
var that = this;
this.on('filterChange', function() {
that._applyFilter();
});
},
/**
* set width and height
@@ -3968,7 +3963,7 @@ Kinetic.Image = Kinetic.Shape.extend({
* @methodOf Kinetic.Image.prototype
*/
setSize: function() {
var size = Kinetic.GlobalObject._getSize(Array.prototype.slice.call(arguments));
var size = Kinetic.Type._getSize(Array.prototype.slice.call(arguments));
this.setAttrs(size);
},
/**

File diff suppressed because one or more lines are too long

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@@ -41,11 +41,6 @@ Kinetic.Image = Kinetic.Shape.extend({
};
// call super constructor
this._super(config);
var that = this;
this.on('filterChange', function() {
that._applyFilter();
});
},
/**
* set width and height
@@ -53,7 +48,7 @@ Kinetic.Image = Kinetic.Shape.extend({
* @methodOf Kinetic.Image.prototype
*/
setSize: function() {
var size = Kinetic.GlobalObject._getSize(Array.prototype.slice.call(arguments));
var size = Kinetic.Type._getSize(Array.prototype.slice.call(arguments));
this.setAttrs(size);
},
/**

View File

@@ -91,7 +91,13 @@ Test.prototype.tests = {
strokeWidth: 5,
numPoints: 5,
x: Math.random() * stage.getWidth(),
y: Math.random() * stage.getHeight()
y: Math.random() * stage.getHeight(),
shadow: {
offset: 5,
color: 'black',
blur: 5,
alpha: 0.5
}
});
layer.add(star);
@@ -117,13 +123,18 @@ Test.prototype.tests = {
strokeWidth: 5,
numPoints: 5,
x: 70,
y: 70
y: 70,
shadow: {
offset: 5,
color: 'black',
blur: 5,
alpha: 0.5
}
});
layer.add(star);
stage.add(layer);
console.log('call toImage')
star.toImage({
callback: function(img) {
startTimer();