mirror of
https://github.com/m1k1o/neko.git
synced 2024-07-24 14:40:50 +12:00
Optimizing canvas for cursor rendering (#27)
* use dpr as canvas scale. * wheel use event timestamp. * remove vue set. * add cursor rendering fps.
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@ -20,7 +20,6 @@
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import { InactiveCursorDrawFunction, Dimension } from './types/cursors'
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import { getMovementXYatPercent } from './utils/canvas-movement'
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const CANVAS_SCALE = 2
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// How often are position data arriving
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const POS_INTERVAL_MS = 750
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// How many pixel change is considered as movement
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@ -33,6 +32,8 @@
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@Ref('overlay') readonly _overlay!: HTMLCanvasElement
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private _ctx!: CanvasRenderingContext2D
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private canvasScale = window.devicePixelRatio
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@Prop()
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private readonly sessions!: Record<string, Session>
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@ -54,6 +55,9 @@
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@Prop()
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private readonly cursorDraw!: InactiveCursorDrawFunction | null
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@Prop()
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private readonly fps!: number
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mounted() {
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// get canvas overlay context
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const ctx = this._overlay.getContext('2d')
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@ -78,9 +82,9 @@
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}
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canvasResize({ width, height }: Dimension) {
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this._overlay.width = width * CANVAS_SCALE
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this._overlay.height = height * CANVAS_SCALE
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this._ctx.setTransform(CANVAS_SCALE, 0, 0, CANVAS_SCALE, 0, 0)
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this._overlay.width = width * this.canvasScale
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this._overlay.height = height * this.canvasScale
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this._ctx.setTransform(this.canvasScale, 0, 0, this.canvasScale, 0, 0)
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}
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// start as undefined to prevent jumping
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@ -96,8 +100,14 @@
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// request another frame
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if (this._percent <= 1) window.requestAnimationFrame(this.canvasAnimateFrame)
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// calculate factor
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const delta = (now - this._last_animation_time) / POS_INTERVAL_MS
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// calc elapsed time since last loop
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const elapsed = now - this._last_animation_time
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// skip if fps is set and elapsed time is less than fps
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if (this.fps > 0 && elapsed < 1000 / this.fps) return
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// calc current animation progress
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const delta = elapsed / POS_INTERVAL_MS
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this._last_animation_time = now
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// skip very first delta to prevent jumping
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@ -208,7 +218,7 @@
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y = Math.round((y / this.screenSize.height) * height)
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// reset transformation, X and Y will be 0 again
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this._ctx.setTransform(CANVAS_SCALE, 0, 0, CANVAS_SCALE, 0, 0)
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this._ctx.setTransform(this.canvasScale, 0, 0, this.canvasScale, 0, 0)
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// use custom draw function, if available
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if (this.cursorDraw) {
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@ -234,7 +244,7 @@
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canvasClear() {
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// reset transformation, X and Y will be 0 again
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this._ctx.setTransform(CANVAS_SCALE, 0, 0, CANVAS_SCALE, 0, 0)
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this._ctx.setTransform(this.canvasScale, 0, 0, this.canvasScale, 0, 0)
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const { width, height } = this._overlay
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this._ctx.clearRect(0, 0, width, height)
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@ -18,6 +18,7 @@
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:canvasSize="canvasSize"
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:cursors="state.cursors"
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:cursorDraw="inactiveCursorDrawFunction"
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:fps="fps"
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/>
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<neko-overlay
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ref="overlay"
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@ -34,6 +35,7 @@
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:cursorDraw="cursorDrawFunction"
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:implicitControl="state.settings.implicit_hosting && session.profile.can_host"
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:inactiveCursors="state.settings.inactive_cursors && session.profile.sends_inactive_cursor"
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:fps="fps"
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@updateKeyboardModifiers="updateKeyboardModifiers($event)"
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@uploadDrop="uploadDrop($event)"
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@mobileKeyboardOpen="state.mobile_keyboard_open = $event"
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@ -132,6 +134,10 @@
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@Prop({ type: Boolean })
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private readonly autoplay!: boolean
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// fps for cursor rendering, 0 for no cap
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@Prop({ type: Number, default: 0 })
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private readonly fps!: number
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/////////////////////////////
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// Public state
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/////////////////////////////
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@ -58,8 +58,6 @@
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const WHEEL_STEP = 53 // Delta threshold for a mouse wheel step
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const WHEEL_LINE_HEIGHT = 19
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const CANVAS_SCALE = 2
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const MOUSE_MOVE_THROTTLE = 1000 / 60 // in ms, 60fps
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const INACTIVE_CURSOR_INTERVAL = 1000 / 4 // in ms, 4fps
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@ -71,6 +69,8 @@
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@Ref('textarea') readonly _textarea!: HTMLTextAreaElement
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private _ctx!: CanvasRenderingContext2D
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private canvasScale = window.devicePixelRatio
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private keyboard!: KeyboardInterface
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private textInput = ''
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@ -109,6 +109,9 @@
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@Prop()
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private readonly inactiveCursors!: boolean
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@Prop()
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private readonly fps!: number
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get cursor(): string {
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if (!this.isControling || !this.cursorImage) {
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return 'default'
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@ -221,12 +224,12 @@
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sendMousePos(e: MouseEvent) {
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const pos = this.getMousePos(e.clientX, e.clientY)
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this.webrtc.send('mousemove', pos)
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Vue.set(this, 'cursorPosition', pos)
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this.cursorPosition = pos
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}
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private wheelX = 0
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private wheelY = 0
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private wheelDate = Date.now()
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private wheelTimeStamp = 0
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// negative sensitivity can be acheived using increased step value
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get wheelStep() {
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@ -268,13 +271,13 @@
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return
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}
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const now = Date.now()
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const firstScroll = now - this.wheelDate > 250
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// when the last scroll was more than 250ms ago
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const firstScroll = e.timeStamp - this.wheelTimeStamp > 250
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if (firstScroll) {
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this.wheelX = 0
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this.wheelY = 0
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this.wheelDate = now
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this.wheelTimeStamp = e.timeStamp
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}
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let dx = e.deltaX
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@ -397,10 +400,10 @@
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onMouseLeave(e: MouseEvent) {
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if (this.isControling) {
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// save current keyboard modifiers state
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Vue.set(this, 'keyboardModifiers', {
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this.keyboardModifiers = {
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capslock: e.getModifierState('CapsLock'),
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numlock: e.getModifierState('NumLock'),
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})
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}
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}
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this.focused = false
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@ -493,7 +496,9 @@
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private cursorImage: CursorImage | null = null
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private cursorElement: HTMLImageElement = new Image()
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private cursorPosition: CursorPosition | null = null
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private cursorLastTime = 0
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private canvasRequestedFrame = false
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private canvasRenderTimeout: number | null = null
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@Watch('canvasSize')
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onCanvasSizeChange({ width, height }: Dimension) {
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@ -503,13 +508,13 @@
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onCursorPosition(data: CursorPosition) {
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if (!this.isControling) {
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Vue.set(this, 'cursorPosition', data)
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this.cursorPosition = data
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this.canvasRequestRedraw()
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}
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}
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onCursorImage(data: CursorImage) {
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Vue.set(this, 'cursorImage', data)
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this.cursorImage = data
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if (!this.isControling) {
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this.cursorElement.src = data.uri
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@ -517,9 +522,9 @@
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}
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canvasResize({ width, height }: Dimension) {
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this._overlay.width = width * CANVAS_SCALE
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this._overlay.height = height * CANVAS_SCALE
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this._ctx.setTransform(CANVAS_SCALE, 0, 0, CANVAS_SCALE, 0, 0)
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this._overlay.width = width * this.canvasScale
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this._overlay.height = height * this.canvasScale
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this._ctx.setTransform(this.canvasScale, 0, 0, this.canvasScale, 0, 0)
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}
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@Watch('hostId')
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@ -528,6 +533,23 @@
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// skip rendering if there is already in progress
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if (this.canvasRequestedFrame) return
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// throttle rendering according to fps
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if (this.fps > 0) {
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if (this.canvasRenderTimeout) {
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window.clearTimeout(this.canvasRenderTimeout)
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this.canvasRenderTimeout = null
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}
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const now = Date.now()
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if (now - this.cursorLastTime < 1000 / this.fps) {
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// ensure that last frame is rendered
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this.canvasRenderTimeout = window.setTimeout(this.canvasRequestRedraw, 1000 / this.fps)
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return
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}
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this.cursorLastTime = now
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}
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// request animation frame from a browser
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this.canvasRequestedFrame = true
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window.requestAnimationFrame(() => {
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@ -554,7 +576,7 @@
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let { width, height } = this.canvasSize
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// reset transformation, X and Y will be 0 again
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this._ctx.setTransform(CANVAS_SCALE, 0, 0, CANVAS_SCALE, 0, 0)
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this._ctx.setTransform(this.canvasScale, 0, 0, this.canvasScale, 0, 0)
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// get cursor position
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let x = Math.round((this.cursorPosition.x / this.screenSize.width) * width)
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@ -596,7 +618,7 @@
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canvasClear() {
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// reset transformation, X and Y will be 0 again
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this._ctx.setTransform(CANVAS_SCALE, 0, 0, CANVAS_SCALE, 0, 0)
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this._ctx.setTransform(this.canvasScale, 0, 0, this.canvasScale, 0, 0)
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const { width, height } = this._overlay
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this._ctx.clearRect(0, 0, width, height)
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@ -611,7 +633,7 @@
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@Watch('isControling')
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onControlChange(isControling: boolean) {
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Vue.set(this, 'keyboardModifiers', null)
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this.keyboardModifiers = null
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if (isControling && this.reqMouseDown) {
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this.updateKeyboardModifiers(this.reqMouseDown)
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