fix(editor): Arrows with text are rendered blurry in PNG export with larger scale (#11492)
This commit is contained in:
@@ -889,8 +889,10 @@ export const renderElement = (
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case "embeddable": {
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case "embeddable": {
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if (renderConfig.isExporting) {
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if (renderConfig.isExporting) {
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const [x1, y1, x2, y2] = getElementAbsoluteCoords(element, elementsMap);
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const [x1, y1, x2, y2] = getElementAbsoluteCoords(element, elementsMap);
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const cx = (x1 + x2) / 2 + appState.scrollX;
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const centerX = (x1 + x2) / 2;
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const cy = (y1 + y2) / 2 + appState.scrollY;
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const centerY = (y1 + y2) / 2;
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const cx = centerX + appState.scrollX;
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const cy = centerY + appState.scrollY;
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let shiftX = (x2 - x1) / 2 - (element.x - x1);
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let shiftX = (x2 - x1) / 2 - (element.x - x1);
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let shiftY = (y2 - y1) / 2 - (element.y - y1);
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let shiftY = (y2 - y1) / 2 - (element.y - y1);
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if (isTextElement(element)) {
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if (isTextElement(element)) {
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@@ -912,64 +914,49 @@ export const renderElement = (
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const boundTextElement = getBoundTextElement(element, elementsMap);
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const boundTextElement = getBoundTextElement(element, elementsMap);
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if (isArrowElement(element) && boundTextElement) {
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if (isArrowElement(element) && boundTextElement) {
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const tempCanvas = document.createElement("canvas");
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// Draw arrow directly as vector and clear label hole separately.
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// This avoids temp-canvas bitmap blit which introduces resampling blur.
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const tempCanvasContext = tempCanvas.getContext("2d")!;
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// Take max dimensions of arrow canvas so that when canvas is rotated
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// the arrow doesn't get clipped
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const maxDim = Math.max(distance(x1, x2), distance(y1, y2));
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const padding = getCanvasPadding(element);
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tempCanvas.width =
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maxDim * appState.exportScale + padding * 10 * appState.exportScale;
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tempCanvas.height =
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maxDim * appState.exportScale + padding * 10 * appState.exportScale;
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tempCanvasContext.translate(
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tempCanvas.width / 2,
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tempCanvas.height / 2,
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);
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tempCanvasContext.scale(appState.exportScale, appState.exportScale);
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// Shift the canvas to left most point of the arrow
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shiftX = element.width / 2 - (element.x - x1);
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shiftX = element.width / 2 - (element.x - x1);
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shiftY = element.height / 2 - (element.y - y1);
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shiftY = element.height / 2 - (element.y - y1);
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tempCanvasContext.rotate(element.angle);
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context.save();
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const tempRc = rough.canvas(tempCanvas);
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context.rotate(element.angle);
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context.translate(-shiftX, -shiftY);
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drawElementOnCanvas(element, rc, context, renderConfig);
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context.restore();
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tempCanvasContext.translate(-shiftX, -shiftY);
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drawElementOnCanvas(element, tempRc, tempCanvasContext, renderConfig);
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tempCanvasContext.translate(shiftX, shiftY);
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tempCanvasContext.rotate(-element.angle);
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// Shift the canvas to center of bound text
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const [, , , , boundTextCx, boundTextCy] = getElementAbsoluteCoords(
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const [, , , , boundTextCx, boundTextCy] = getElementAbsoluteCoords(
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boundTextElement,
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boundTextElement,
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elementsMap,
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elementsMap,
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);
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);
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const boundTextShiftX = (x1 + x2) / 2 - boundTextCx;
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const holeX =
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const boundTextShiftY = (y1 + y2) / 2 - boundTextCy;
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boundTextCx -
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tempCanvasContext.translate(-boundTextShiftX, -boundTextShiftY);
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centerX -
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boundTextElement.width / 2 -
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BOUND_TEXT_PADDING;
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const holeY =
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boundTextCy -
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centerY -
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boundTextElement.height / 2 -
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BOUND_TEXT_PADDING;
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const holeWidth = boundTextElement.width + BOUND_TEXT_PADDING * 2;
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const holeHeight = boundTextElement.height + BOUND_TEXT_PADDING * 2;
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// Clear the bound text area
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const isTransparentHole =
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tempCanvasContext.clearRect(
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"viewBackgroundColor" in appState &&
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-boundTextElement.width / 2,
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(appState.viewBackgroundColor === "transparent" ||
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-boundTextElement.height / 2,
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!appState.viewBackgroundColor);
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boundTextElement.width,
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if (!isTransparentHole) {
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boundTextElement.height,
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context.save();
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);
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context.fillStyle = applyDarkModeFilter(
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context.scale(1 / appState.exportScale, 1 / appState.exportScale);
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renderConfig.canvasBackgroundColor,
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context.drawImage(
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renderConfig.theme === THEME.DARK,
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tempCanvas,
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);
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-tempCanvas.width / 2,
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context.fillRect(holeX, holeY, holeWidth, holeHeight);
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-tempCanvas.height / 2,
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context.restore();
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tempCanvas.width,
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} else {
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tempCanvas.height,
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context.clearRect(holeX, holeY, holeWidth, holeHeight);
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);
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}
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} else {
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} else {
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context.rotate(element.angle);
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context.rotate(element.angle);
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