Changeset - 2346f7b1b82a
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Mads Kiilerich - 11 years ago 2015-02-19 00:00:40
madski@unity3d.com
graph: work around Firefox OS X limit of canvas size 32k when scaling
1 file changed with 3 insertions and 2 deletions:
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kallithea/public/js/graph.js
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@@ -47,50 +47,51 @@ function BranchRenderer(canvas_id, conte
 
	this.calcColor = function(color, bg, fg) {
 
		color %= colors.length;
 
		var red = (colors[color][0] * fg) || bg;
 
		var green = (colors[color][1] * fg) || bg;
 
		var blue = (colors[color][2] * fg) || bg;
 
		red = Math.round(red * 255);
 
		green = Math.round(green * 255);
 
		blue = Math.round(blue * 255);
 
		var s = 'rgb(' + red + ', ' + green + ', ' + blue + ')';
 
		return s;
 
	}
 

	
 
	this.setColor = function(color, bg, fg) {
 
		var s = this.calcColor(color, bg, fg);
 
		this.ctx.strokeStyle = s;
 
		this.ctx.fillStyle = s;
 
	}
 

	
 
	this.render = function(data,canvasWidth) {
 
		var idx = 1;
 

	
 
		this.canvas.setAttribute('width',canvasWidth);
 
		this.canvas.setAttribute('height',content.clientHeight);
 

	
 
		// retina version needs to be scaled by 2x then halved via css
 
		if (window.devicePixelRatio) {
 
		// HiDPI version needs to be scaled by 2x then halved via css
 
		// Note: Firefox on OS X fails scaling if the canvas height is more than 32k
 
		if (window.devicePixelRatio && content.clientHeight * window.devicePixelRatio < 32768) {
 
			this.canvas.setAttribute('width', canvasWidth * window.devicePixelRatio);
 
			this.canvas.setAttribute('height', content.clientHeight * window.devicePixelRatio);
 
			this.canvas.style.width = canvasWidth + "px";
 
			this.canvas.style.height = content.clientHeight + "px";
 
			this.ctx.scale(window.devicePixelRatio, window.devicePixelRatio);
 
		}
 

	
 
		var lineCount = 1;
 
		for (var i=0;i<data.length;i++) {
 
			var in_l = data[i][1];
 
			for (var j in in_l) {
 
				var m = in_l[j][0];
 
				if (m > lineCount)
 
					lineCount = m;
 
			}
 
		}
 

	
 
		var edge_pad = this.dot_radius + 2;
 
		var box_size = Math.min(18, Math.floor((canvasWidth - edge_pad*2)/(lineCount)));
 
		var base_x = canvasWidth - edge_pad;
 

	
 
		for (var i=0; i < data.length; ++i) {
 
			var row = document.getElementById(row_id_prefix+idx);
 
			if (row == null) {
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