ui: Optimized scaling on browsers

This commit is contained in:
Hajime Hoshi 2016-09-15 10:04:48 +09:00
parent 1f8cd41326
commit dc0254db40

View File

@ -294,7 +294,12 @@ func (u *userInterface) setScreenSize(width, height int, scale float64) bool {
return false
}
u.scale = scale
u.deviceScale = devicePixelRatio()
// When the scale is an integer, let's rely on CSS crisp-edge/pixelated effect.
if scale == float64(int64(scale)) {
u.deviceScale = 1
} else {
u.deviceScale = devicePixelRatio()
}
canvas.Set("width", int(float64(width)*u.actualScreenScale()))
canvas.Set("height", int(float64(height)*u.actualScreenScale()))
canvasStyle := canvas.Get("style")
@ -306,6 +311,9 @@ func (u *userInterface) setScreenSize(width, height int, scale float64) bool {
// CSS calc requires space chars.
canvasStyle.Set("left", "calc((100% - "+strconv.Itoa(cssWidth)+"px) / 2)")
canvasStyle.Set("top", "calc((100% - "+strconv.Itoa(cssHeight)+"px) / 2)")
canvasStyle.Set("imageRendering", "-moz-crisp-edges")
canvasStyle.Set("imageRendering", "pixelated")
// TODO: Set `-ms-interpolation-mode: nearest-neighbor;` for IE.
u.sizeChanged = true
return true
}