canvas

Strange results when pre-rendering vs rendering in real-time Canvas

杀马特。学长 韩版系。学妹 提交于 2020-01-25 08:08:19
问题 I have a method which renders a matrix of rectangles within a Canvas before the next repaint using requestAnimationFrame . I'm trying to achieve maximum performances. My first approach to this problem was to create rectangles in real-time within the Canvas . render(display: PanelDisplay): void { const ctx = this.parameters.canva.getContext("2d"); const widthEachBit = Math.floor(this.parameters.canva.width / display[0].length); const heightEachBit = Math.floor(this.parameters.canva.height /

Canvas drawing is slow

牧云@^-^@ 提交于 2020-01-25 07:28:06
问题 I have a React page that draw about 15K lines on a canvas. If I draw on a canvas that's not in the document.body, the UI is responsive. The moment I draw the lines on a canvas that's in the document.body, the UI is very slow. There's the code: render() { if (this.canvasRef.current && this.state.chartData) { const canvas = document.createElement("canvas") canvas.width = 1000; canvas.height = 800; drawChart(canvas, this.state.chartData); } return ( <div> <canvas ref={this.canvasRef} height={800

Unity Particle Effects On Canvas

送分小仙女□ 提交于 2020-01-25 06:51:09
问题 Is is possible to use the particle effects system on your UI elements. For instance on the Canvas? I'd like to make some animations and whatnot for my UI elements and the particle system would be nice, but it doesn't seem to support this. Am I correct in assuming this? Is there another solution? 回答1: Well what you could do would be letting a Camera render the Particle effects on a different layer to a RenderTexture and show it in a RawImage in your UI. Combined with a hint from this answer:

Supporting Touch Interface in a canvas

本秂侑毒 提交于 2020-01-25 06:43:08
问题 I use a canvas, in which I support mouse dragging by setting in Javascript: canvas.onmousedown canvas.onmouseup canvas.onmousemove This works.. I can support drag operations with the mouse. On iOS safari browser, though, dragging with a finger does not trigger the mouse functions. Instead, the entire webpage just scrolls up or down. At first I thought adding ontouchmove and others, would fix this. But it does not. How can the browser on a mobile device tell when touches are meant for the

canvg and highcharts how to include chart legend and keep the chart size?

佐手、 提交于 2020-01-25 06:29:09
问题 I'm trying to use canvg to draw a highchart inside a canvas. the problem I have is that the chart legends dont appear in the canvas and also the size and quality is reduced. $('#container').highcharts({ credits: { enabled: false }, xAxis: { categories: ['Jan', 'Feb', 'Mar', 'Apr', 'May', 'Jun', 'Jul', 'Aug', 'Sep', 'Oct', 'Nov', 'Dec'] }, series: [{ data: [29.9, 71.5, 106.4, 129.2, 144.0, 176.0, 135.6, 148.5, 216.4, 194.1, 95.6, 54.4] }] }); function exportChart() { var svg = canvg(document

Tunneling events and ContextMenu

[亡魂溺海] 提交于 2020-01-25 05:30:52
问题 I have the following WPF Control, that should behave like, by e.g. GoogleMaps does(zoom on left double click, unzoom on right double click): <Grid> <ScrollViewer x:Name="scrollViewer"> <Canvas x:Name="myCanvas"/> </ScrollViewer> </Grid> And some code: void OnScrollViewerPreviewMouseDoubleClick(object sender, MouseButtonEventArgs e) { //this.myCanvas.ContextMenu = null; if (e.OriginalSource is Canvas) { // zoom on left doubleClick if (e.ChangedButton == MouseButton.Left) { ZoomOnMouseOnce(); }

How to draw PDF on canvas using skia sharp?

妖精的绣舞 提交于 2020-01-25 04:17:10
问题 I have referred official document of skia: https://docs.microsoft.com/en-us/dotnet/api/skiasharp.skcanvas?view=skiasharp-1.68.1#constructing-a-pdf-document // create the document var stream = SKFileWStream.OpenStream("document.pdf"); var document = SKDocument.CreatePdf(stream); // get the canvas from the page var canvas = document.BeginPage(256, 256); // draw on the canvas ... // end the page and document document.EndPage(); document.Close(); As per the above code I'm getting canvas, but how

Mouse handles are not in sync with the mouse

风流意气都作罢 提交于 2020-01-25 02:20:23
问题 I am trying to select a selection handle and then move it but the mouse handles are not in sync with the mouse pointer. when you select the rectangle and then try to move the middle selection handle to create a gap in the rectangle the mouse pointer is positioned away from the handle is. Fiddle is : http://jsfiddle.net/3PwWY/ case 8: if(mx > mySel.x + mySel.w/2) mySel.windowWidth = mx - (mySel.x + mySel.w/2); else mySel.windowWidth = (mySel.x + mySel.w/2) - mx; // Enforce limits on mx: //

Paint ,Canvas,Path的详细的API

家住魔仙堡 提交于 2020-01-25 01:57:35
1、Pain是画笔,主要保存颜色,样式等样式绘制的信息,指定如何绘制文本和图形。 paint 对文字的一些从操作。 canvas 画布的一些方法。 关于在画布使用图片进行旋转的操作。 上图的效果形式 path的一些api Bitmap的一些使用 来源: CSDN 作者: qq_42282862 链接: https://blog.csdn.net/qq_42282862/article/details/103801902

Html Canvas : difference between width/height attribute and width/height style [duplicate]

女生的网名这么多〃 提交于 2020-01-25 01:25:05
问题 This question already has answers here : Canvas is stretched when using CSS but normal with “width” / “height” properties (7 answers) Closed 3 years ago . I have seen various answers on canvas resize but could not understand the problem I am facing. Following is the canvas element rendered on my web app. Before Rendering: <canvas id="g_5" resize></canvas> After Rendering: <canvas id="g_5" resize width="1076" height="306" style="-webkit-user-select: none; touch-action: none; -webkit-user-drag: