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WIP: fix: chart jumping and wobbling on window.devicePixelRatio !== 1
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WofWca committed Oct 7, 2021
1 parent e22ba7e commit b6a6b0a
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Showing 2 changed files with 31 additions and 6 deletions.
9 changes: 7 additions & 2 deletions examples/example1.html
Expand Up @@ -11,8 +11,13 @@
}, 500);

function createTimeline() {
var chart = new SmoothieChart();
chart.addTimeSeries(random, { strokeStyle: 'rgba(0, 255, 0, 1)', fillStyle: 'rgba(0, 255, 0, 0.2)', lineWidth: 4 });
var chart = new SmoothieChart({
millisPerPixel: 1000 / (74.6 / 3),
interpolation: 'step',
maxValue: 10000,
minValue: 0,
});
chart.addTimeSeries(random, { strokeStyle: 'rgba(0, 255, 0, 1)', fillStyle: 'rgba(0, 255, 0, 0.2)', lineWidth: 2 * 1 / window.devicePixelRatio });
chart.streamTo(document.getElementById("chart"), 500);
}
</script>
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28 changes: 24 additions & 4 deletions smoothie.js
Expand Up @@ -141,12 +141,30 @@
},
// So lines (especially vertical and horizontal) look a) consistent along their length and b) sharp.
pixelSnap: function(position, lineWidth) {
if (lineWidth % 2 === 0) {
// TODO grid lines and bezier lines still (occasionally) wobble. But it's still better than it was.

var dpr = window.devicePixelRatio,
coordinatesPerPixel = 1 / dpr;

// return position - position % window.devicePixelRatio;
// return position - position % coordinatesPerPixel;

// if (lineWidth % (2 * dpr) === 0) {

// TODO may need to replace the strict comparison with `<= coordinatesPerPixel / 2` (or something
// like this), that will minimize smudging instead of only removing it when it's strictly divisible.
// Not only because of truncation error that comes with `dpr !== 1` but because it also makes sense for
// `dpr === 1`.
if (lineWidth % (2 * coordinatesPerPixel) === 0) {
// Closest pixel edge.
return Math.round(position);
// return Math.round(position);

// TODO It's not the closest, it's round down.
return position - position % coordinatesPerPixel;
} else {
// Closest pixel center.
return Math.floor(position) + 0.5;
// return Math.floor(position) + 0.5;
return position - position % coordinatesPerPixel + coordinatesPerPixel / 2;
}
},
};
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time = time || nowMillis - (this.delay || 0);

// Round time down to pixel granularity, so motion appears smoother.
time -= time % this.options.millisPerPixel;
// time -= time % this.options.millisPerPixel;
// time -= time % (this.options.millisPerPixel / window.devicePixelRatio);
time -= time % (this.options.millisPerPixel / window.devicePixelRatio);

if (!this.isAnimatingScale) {
// We're not animating. We can use the last render time and the scroll speed to work out whether
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