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You add the resize where you would normally clear the canvas by checking if the canvas size matches the window size. Nor do you need to add a resize event to the window or any additional resize functions. It stays in sync with the display device, there is no needless rendering, and the resource management is at the minimum possible while maintaining full frame rate. Just resize the canvas from within the main animation loop. ) and it turns out the best solution is the simplest of all. is something most programmers should be aware of (( Keep It Simple Stupid) The stupid refers to me for not having thought of it years ago. Having tried many differing ways to smooth out the resizing of the canvas, from the absurdly complex, to just ignoring the problem (who cares anyways?) I fell back to a trusty friend. More code can reduce the problems! More code also creates its own new problems.
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You also still have the animation main loop rendering to an ill fitting canvas. Reducing the debounce time improves this but the resize is still out of sync with the display device. It still has some problems, the most notable is the delay between resizing and seeing the resized canvas. This effectively consumes most of the resize events. If in that time further resize events are triggered the existing resize timeout is canceled and a new one scheduled. Right now the solution I have works perfectly when I run it on full screen canvas which I dont want. Make canvas adjust to fit in the div as the div size grow smaller or larger based on the device screen size. Make canvas fit into a div atleast width or height wise. The above example delays the resizing of the canvas until 100ms after the resize event. There are few things I want to be done in terms of making canvas responsive. Konva Shape transform and selection Demo view raw. Also you can control movement of every anchors individually. You will see that its width is limited to 200. There is also a lot of needless memory allocation and release that can further impact the animation when GC cleans up some time afterwards.Ī common way to deal with the high firing rates of the resize event is to debounce the resize event. To limit or change resize and transform behavior you can use boundBoxFunc property. When I talk about UWP development and how it works for a large number of devices, from the tiny Raspberry Pi to the huge Surface Hub, and including the Hololens and Xbox, one question that often arises is: is there any kind of responsive design in UWP and my answer is Yes, you. When the resize event exits the canvas back buffer is presented to the DOM out of sync with the display device, which can cause shearing and other negative effects. The problem with the resize event is that when the mouse is used to resize the window the events can be trigger many times quicker than the standard 60fps rate of the browser. For animations you do this every frame via the main loop function called by requestAnimationFrame which does its best to keep the rendering in sync with the display hardware. When you resize a canvas it is automatically cleared and you are forced to re-render the content.
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The window resize events can fire in response to the movement of the user’s input device. Responsive canvas animations without resize events.
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