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konva

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HTML5 2d canvas library for interactive graphics, design editors, whiteboards, and diagrams.

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import type { Context } from './Context.ts'; interface ICanvasConfig { width?: number; height?: number; pixelRatio?: number; willReadFrequently?: boolean; } /** * Canvas Renderer constructor. It is a wrapper around native canvas element. * Usually you don't need to use it manually. * @constructor * @abstract * @memberof Konva * @param {Object} config * @param {Number} config.width * @param {Number} config.height * @param {Number} config.pixelRatio */ export declare class Canvas { pixelRatio: number; _canvas: HTMLCanvasElement; context: Context; width: number; height: number; _logicalWidth: number; _logicalHeight: number; isCache: boolean; x: number; y: number; constructor(config: ICanvasConfig); /** * get canvas context * @method * @name Konva.Canvas#getContext * @returns {CanvasContext} context */ getContext(): Context; /** * get pixel ratio * @method * @name Konva.Canvas#getPixelRatio * @returns {Number} pixel ratio * @example * var pixelRatio = layer.getCanvas().getPixelRatio(); */ getPixelRatio(): number; /** * set pixel ratio * KonvaJS automatically handles pixel ratio adustments in order to render crisp drawings * on all devices. Most desktops, low end tablets, and low end phones, have device pixel ratios * of 1. Some high end tablets and phones, like iPhones and iPads have a device pixel ratio * of 2. Some Macbook Pros, and iMacs also have a device pixel ratio of 2. Some high end Android devices have pixel * ratios of 2 or 3. Some browsers like Firefox allow you to configure the pixel ratio of the viewport. Unless otherwise * specificed, the pixel ratio will be defaulted to the actual device pixel ratio. You can override the device pixel * ratio for special situations, or, if you don't want the pixel ratio to be taken into account, you can set it to 1. * @method * @name Konva.Canvas#setPixelRatio * @param {Number} pixelRatio * @example * layer.getCanvas().setPixelRatio(3); */ setPixelRatio(pixelRatio: any): void; setWidth(width: any): void; setHeight(height: any): void; getWidth(): number; getHeight(): number; _bitmapSize(size: number): number; setSize(width: any, height: any): void; setSizeIfChanged(width: number, height: number): void; /** * to data url * @method * @name Konva.Canvas#toDataURL * @param {String} mimeType * @param {Number} quality between 0 and 1 for jpg mime types * @returns {String} data url string */ toDataURL(mimeType: any, quality: any): string; } export declare class SceneCanvas extends Canvas { constructor(config?: ICanvasConfig); } export declare class HitCanvas extends Canvas { hitCanvas: boolean; constructor(config?: ICanvasConfig); } export {};