Reputation: 826
Building a canvas with KineticJS 5.0.1 and it looks awful on my Retina screen. I couldn't figure out what was going on because KineticJS jsfiddle's look just fine. Then I realized that jsfiddle uses version 4.3.1. Switched and now everything is beautiful and retina.
Why doesn't v5 handle this automatically anymore? And how can I fix it? I tried to set Kinetic.pixelRatio=2 but that didn't do anything.
Upvotes: 0
Views: 179
Reputation: 826
It turns out that pixelRatio is hard-coded into kineticJS v5+. This is due to some sort of zooming/scaling issue and also, in part, performance issues. I am going to experiment but in the meantime, this can be easily fixed in the source code for kineticJS. Find this function:
;(function() {
// calculate pixel ratio
var canvas = Kinetic.Util.createCanvasElement(),
context = canvas.getContext('2d'),
// if using a mobile device, calculate the pixel ratio. Otherwise, just use
// 1. For desktop browsers, if the user has zoom enabled, it affects the pixel ratio
// and causes artifacts on the canvas. As of 02/26/2014, there doesn't seem to be a way
// to reliably calculate the browser zoom for modern browsers, which is why we just set
// the pixel ratio to 1 for desktops
_pixelRatio = Kinetic.UA.mobile ? (function() {
var devicePixelRatio = window.devicePixelRatio || 1,
backingStoreRatio = context.webkitBackingStorePixelRatio
|| context.mozBackingStorePixelRatio
|| context.msBackingStorePixelRatio
|| context.oBackingStorePixelRatio
|| context.backingStorePixelRatio
|| 1;
return devicePixelRatio / backingStoreRatio;
})() : 1;
And change the 1 on the very last line to window.devicePixelRatio. The performance really isn't so bad but I think what I'm going to try doing, since my use just needs a short animation for many objects when a button is pressed, is to have it animate in KineticJS at pixelRatio 1 and then clear it and redraw the finished product at pixelRatio=whatever is appropriate for the device.
Upvotes: 2