/** * Sub-pixel optimize for canvas rendering, prevent from blur * when rendering a thin vertical/horizontal line. */ var round = Math.round; /** * Sub pixel optimize line for canvas * * @param {Object} outputShape The modification will be performed on `outputShape`. * `outputShape` and `inputShape` can be the same object. * `outputShape` object can be used repeatly, because all of * the `x1`, `x2`, `y1`, `y2` will be assigned in this method. * @param {Object} [inputShape] * @param {number} [inputShape.x1] * @param {number} [inputShape.y1] * @param {number} [inputShape.x2] * @param {number} [inputShape.y2] * @param {Object} [style] * @param {number} [style.lineWidth] If `null`/`undefined`/`0`, do not optimize. */ function subPixelOptimizeLine(outputShape, inputShape, style) { if (!inputShape) { return; } var x1 = inputShape.x1; var x2 = inputShape.x2; var y1 = inputShape.y1; var y2 = inputShape.y2; outputShape.x1 = x1; outputShape.x2 = x2; outputShape.y1 = y1; outputShape.y2 = y2; var lineWidth = style && style.lineWidth; if (!lineWidth) { return; } if (round(x1 * 2) === round(x2 * 2)) { outputShape.x1 = outputShape.x2 = subPixelOptimize(x1, lineWidth, true); } if (round(y1 * 2) === round(y2 * 2)) { outputShape.y1 = outputShape.y2 = subPixelOptimize(y1, lineWidth, true); } } /** * Sub pixel optimize rect for canvas * * @param {Object} outputShape The modification will be performed on `outputShape`. * `outputShape` and `inputShape` can be the same object. * `outputShape` object can be used repeatly, because all of * the `x`, `y`, `width`, `height` will be assigned in this method. * @param {Object} [inputShape] * @param {number} [inputShape.x] * @param {number} [inputShape.y] * @param {number} [inputShape.width] * @param {number} [inputShape.height] * @param {Object} [style] * @param {number} [style.lineWidth] If `null`/`undefined`/`0`, do not optimize. */ function subPixelOptimizeRect(outputShape, inputShape, style) { if (!inputShape) { return; } var originX = inputShape.x; var originY = inputShape.y; var originWidth = inputShape.width; var originHeight = inputShape.height; outputShape.x = originX; outputShape.y = originY; outputShape.width = originWidth; outputShape.height = originHeight; var lineWidth = style && style.lineWidth; if (!lineWidth) { return; } outputShape.x = subPixelOptimize(originX, lineWidth, true); outputShape.y = subPixelOptimize(originY, lineWidth, true); outputShape.width = Math.max(subPixelOptimize(originX + originWidth, lineWidth, false) - outputShape.x, originWidth === 0 ? 0 : 1); outputShape.height = Math.max(subPixelOptimize(originY + originHeight, lineWidth, false) - outputShape.y, originHeight === 0 ? 0 : 1); } /** * Sub pixel optimize for canvas * * @param {number} position Coordinate, such as x, y * @param {number} lineWidth If `null`/`undefined`/`0`, do not optimize. * @param {boolean=} positiveOrNegative Default false (negative). * @return {number} Optimized position. */ function subPixelOptimize(position, lineWidth, positiveOrNegative) { if (!lineWidth) { return position; } // Assure that (position + lineWidth / 2) is near integer edge, // otherwise line will be fuzzy in canvas. var doubledPosition = round(position * 2); return (doubledPosition + round(lineWidth)) % 2 === 0 ? doubledPosition / 2 : (doubledPosition + (positiveOrNegative ? 1 : -1)) / 2; } exports.subPixelOptimizeLine = subPixelOptimizeLine; exports.subPixelOptimizeRect = subPixelOptimizeRect; exports.subPixelOptimize = subPixelOptimize;