anki/ts/image-occlusion/canvas-scale.ts
Damien Elmes 7f6c410ca5
Various changes to I/O handling (#2513)
* Store coordinates as ratios of full size

* Use single definition for cappedCanvasSize()

* Move I/O review code into ts/image-occlusion

A bit simpler when it's all in one place.

* Reduce number precision, and round to whole pixels

>>> n=10000
>>> for i in range(1, int(n)): assert i == round(float("%0.4f" % (i/n))*n)

* Minor typing tweak

So, it turns out that typing is mostly broken in ts/image-occlusion.
We're importing from fabric which is a js file without types, so types
like fabric.Canvas are resolving to any.

I first tried switching to `@types/fabric`, which introduced a slew of
typing errors. Wasted a few hours trying to address them, before deciding
to give up on it, since the types were not complete. Then found fabric
has a 6.0 beta that introduces typing, and spent some time with that, but
ran into some new issues as it still seems to be a work in progress.
I think we're probably best off waiting until it's out and stabilized
before sinking more effort into this.

* Refactor (de)serialization of occlusions

To make the code easier to follow/maintain, cloze deletions are now decoded/
encoded into simple data classes, which can then be converted to Fabric objects
and back. The data objects handle converting from absolute/normal positions, and
producing values suitable for writing to text (eg truncated floats).

Various other changes:

- Polygon points are now stored as 'x,y x2,y2 ...' instead of JSON in cloze
divs, as that makes the handling consistent with reading from cloze deletion
text.
- Fixed the reviewer not showing updated placement when a polygon was moved.
- Disabled rotation controls in the editor, since we don't support rotation during
review.
- Renamed hideInactive to occludeInactive, as it wasn't clear whether the former
meant to hide the occlusions, or keep them (hiding the content). It's stored
as 'oi=1' in the cloze text.

* Increase canvas size limit, and double pixels when required.

* Size canvas based on container size

This results in sharper masks when the intrinsic image size is smaller
than the container, and more legible ones when the container is smaller than
the intrinsic image size.

By using the container instead of the viewport, we account for margins,
and when the pixel ratio is 1x, the canvas size and container size should
match.

* Disable zoom animation on editor load

* Default to rectangle when adding new occlusions

* Allow users to add/update notes directly from mask editing page

* The mask editor needs to work with css pixels, not actual pixels

The canvas and image were being scaled too large, which impacted
performance.
2023-05-31 13:45:12 +10:00

49 lines
1.8 KiB
TypeScript

// Copyright: Ankitects Pty Ltd and contributors
// License: GNU AGPL, version 3 or later; http://www.gnu.org/licenses/agpl.html
import type { Size } from "./types";
/**
* - Choose an appropriate size for the canvas based on the current container,
* so the masks are sharp and legible.
* - Safari doesn't allow canvas elements to be over 16M (4096x4096), so we need
* to ensure the canvas is smaller than that size.
* - Returns the size in actual pixels, not CSS size.
*/
export function optimumPixelSizeForCanvas(imageSize: Size, containerSize: Size): Size {
let { width, height } = imageSize;
const pixelScale = window.devicePixelRatio;
containerSize.width *= pixelScale;
containerSize.height *= pixelScale;
// Scale image dimensions to fit in container, retaining aspect ratio.
// We take the minimum of width/height scales, as that's the one that is
// potentially limiting the image from expanding.
const containerScale = Math.min(containerSize.width / imageSize.width, containerSize.height / imageSize.height);
width *= containerScale;
height *= containerScale;
const maximumPixels = 4096 * 4096;
const requiredPixels = width * height;
if (requiredPixels > maximumPixels) {
const shrinkScale = Math.sqrt(maximumPixels) / Math.sqrt(requiredPixels);
width *= shrinkScale;
height *= shrinkScale;
}
return {
width: Math.floor(width),
height: Math.floor(height),
};
}
/** See {@link optimumPixelSizeForCanvas()} */
export function optimumCssSizeForCanvas(imageSize: Size, containerSize: Size): Size {
const { width, height } = optimumPixelSizeForCanvas(imageSize, containerSize);
return {
width: width / window.devicePixelRatio,
height: height / window.devicePixelRatio,
};
}