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* Update to latest Node LTS * Add sveltekit * Split tslib into separate @generated and @tslib components SvelteKit's path aliases don't support multiple locations, so our old approach of using @tslib to refer to both ts/lib and out/ts/lib will no longer work. Instead, all generated sources and their includes are placed in a separate out/ts/generated folder, and imported via @generated instead. This also allows us to generate .ts files, instead of needing to output separate .d.ts and .js files. * Switch package.json to module type * Avoid usage of baseUrl Incompatible with SvelteKit * Move sass into ts; use relative links SvelteKit's default sass support doesn't allow overriding loadPaths * jest->vitest, graphs example working with yarn dev * most pages working in dev mode * Some fixes after rebasing * Fix/silence some svelte-check errors * Get image-occlusion working with Fabric types * Post-rebase lock changes * Editor is now checked * SvelteKit build integrated into ninja * Use the new SvelteKit entrypoint for pages like congrats/deck options/etc * Run eslint once for ts/**; fix some tests * Fix a bunch of issues introduced when rebasing over latest main * Run eslint fix * Fix remaining eslint+pylint issues; tests now all pass * Fix some issues with a clean build * Latest bufbuild no longer requires @__PURE__ hack * Add a few missed dependencies * Add yarn.bat to fix Windows build * Fix pages failing to show when ANKI_API_PORT not defined * Fix svelte-check and vitest on Windows * Set node path in ./yarn * Move svelte-kit output to ts/.svelte-kit Sadly, I couldn't figure out a way to store it in out/ if out/ is a symlink, as it breaks module resolution when SvelteKit is run. * Allow HMR inside Anki * Skip SvelteKit build when HMR is defined * Fix some post-rebase issues I should have done a normal merge instead.
48 lines
1.8 KiB
TypeScript
48 lines
1.8 KiB
TypeScript
// Copyright: Ankitects Pty Ltd and contributors
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// License: GNU AGPL, version 3 or later; http://www.gnu.org/licenses/agpl.html
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import type { Size } from "./types";
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/**
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* - Choose an appropriate size for the canvas based on the current container,
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* so the masks are sharp and legible.
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* - Safari doesn't allow canvas elements to be over 16M (4096x4096), so we need
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* to ensure the canvas is smaller than that size.
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* - Returns the size in actual pixels, not CSS size.
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*/
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export function optimumPixelSizeForCanvas(imageSize: Size, containerSize: Size): Size {
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let { width, height } = imageSize;
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const pixelScale = window.devicePixelRatio;
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containerSize.width *= pixelScale;
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containerSize.height *= pixelScale;
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// Scale image dimensions to fit in container, retaining aspect ratio.
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// We take the minimum of width/height scales, as that's the one that is
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// potentially limiting the image from expanding.
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const containerScale = Math.min(containerSize.width / imageSize.width, containerSize.height / imageSize.height);
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width *= containerScale;
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height *= containerScale;
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const maximumPixels = 4096 * 4096;
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const requiredPixels = width * height;
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if (requiredPixels > maximumPixels) {
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const shrinkScale = Math.sqrt(maximumPixels) / Math.sqrt(requiredPixels);
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width *= shrinkScale;
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height *= shrinkScale;
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}
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return {
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width: Math.floor(width),
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height: Math.floor(height),
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};
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}
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/** See {@link optimumPixelSizeForCanvas()} */
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export function optimumCssSizeForCanvas(imageSize: Size, containerSize: Size): Size {
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const { width, height } = optimumPixelSizeForCanvas(imageSize, containerSize);
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return {
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width: width / window.devicePixelRatio,
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height: height / window.devicePixelRatio,
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};
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}
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