fix clock merge conflicts
This commit is contained in:
@@ -23,6 +23,7 @@ export class BlockOverviewGraphComponent implements AfterViewInit, OnDestroy, On
|
||||
@Input() unavailable: boolean = false;
|
||||
@Input() auditHighlighting: boolean = false;
|
||||
@Input() blockConversion: Price;
|
||||
@Input() pixelAlign: boolean = false;
|
||||
@Output() txClickEvent = new EventEmitter<{ tx: TransactionStripped, keyModifier: boolean}>();
|
||||
@Output() txHoverEvent = new EventEmitter<string>();
|
||||
@Output() readyEvent = new EventEmitter();
|
||||
@@ -201,7 +202,8 @@ export class BlockOverviewGraphComponent implements AfterViewInit, OnDestroy, On
|
||||
this.start();
|
||||
} else {
|
||||
this.scene = new BlockScene({ width: this.displayWidth, height: this.displayHeight, resolution: this.resolution,
|
||||
blockLimit: this.blockLimit, orientation: this.orientation, flip: this.flip, vertexArray: this.vertexArray, highlighting: this.auditHighlighting });
|
||||
blockLimit: this.blockLimit, orientation: this.orientation, flip: this.flip, vertexArray: this.vertexArray,
|
||||
highlighting: this.auditHighlighting, pixelAlign: this.pixelAlign });
|
||||
this.start();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,6 +15,7 @@ export default class BlockScene {
|
||||
gridWidth: number;
|
||||
gridHeight: number;
|
||||
gridSize: number;
|
||||
pixelAlign: boolean;
|
||||
vbytesPerUnit: number;
|
||||
unitPadding: number;
|
||||
unitWidth: number;
|
||||
@@ -23,19 +24,24 @@ export default class BlockScene {
|
||||
animateUntil = 0;
|
||||
dirty: boolean;
|
||||
|
||||
constructor({ width, height, resolution, blockLimit, orientation, flip, vertexArray, highlighting }:
|
||||
constructor({ width, height, resolution, blockLimit, orientation, flip, vertexArray, highlighting, pixelAlign }:
|
||||
{ width: number, height: number, resolution: number, blockLimit: number,
|
||||
orientation: string, flip: boolean, vertexArray: FastVertexArray, highlighting: boolean }
|
||||
orientation: string, flip: boolean, vertexArray: FastVertexArray, highlighting: boolean, pixelAlign: boolean }
|
||||
) {
|
||||
this.init({ width, height, resolution, blockLimit, orientation, flip, vertexArray, highlighting });
|
||||
this.init({ width, height, resolution, blockLimit, orientation, flip, vertexArray, highlighting, pixelAlign });
|
||||
}
|
||||
|
||||
resize({ width = this.width, height = this.height, animate = true }: { width?: number, height?: number, animate: boolean }): void {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.gridSize = this.width / this.gridWidth;
|
||||
this.unitPadding = Math.max(1, Math.floor(this.gridSize / 2.5));
|
||||
this.unitWidth = this.gridSize - (this.unitPadding);
|
||||
if (this.pixelAlign) {
|
||||
this.unitPadding = Math.max(1, Math.floor(this.gridSize / 2.5));
|
||||
this.unitWidth = this.gridSize - (this.unitPadding);
|
||||
} else {
|
||||
this.unitPadding = width / 500;
|
||||
this.unitWidth = this.gridSize - (this.unitPadding * 2);
|
||||
}
|
||||
|
||||
this.dirty = true;
|
||||
if (this.initialised && this.scene) {
|
||||
@@ -209,14 +215,15 @@ export default class BlockScene {
|
||||
this.animateUntil = Math.max(this.animateUntil, tx.setHover(value));
|
||||
}
|
||||
|
||||
private init({ width, height, resolution, blockLimit, orientation, flip, vertexArray, highlighting }:
|
||||
private init({ width, height, resolution, blockLimit, orientation, flip, vertexArray, highlighting, pixelAlign }:
|
||||
{ width: number, height: number, resolution: number, blockLimit: number,
|
||||
orientation: string, flip: boolean, vertexArray: FastVertexArray, highlighting: boolean }
|
||||
orientation: string, flip: boolean, vertexArray: FastVertexArray, highlighting: boolean, pixelAlign: boolean }
|
||||
): void {
|
||||
this.orientation = orientation;
|
||||
this.flip = flip;
|
||||
this.vertexArray = vertexArray;
|
||||
this.highlightingEnabled = highlighting;
|
||||
this.pixelAlign = pixelAlign;
|
||||
|
||||
this.scene = {
|
||||
count: 0,
|
||||
@@ -342,7 +349,12 @@ export default class BlockScene {
|
||||
private gridToScreen(position: Square | void): Square {
|
||||
if (position) {
|
||||
const slotSize = (position.s * this.gridSize);
|
||||
const squareSize = slotSize - (this.unitPadding);
|
||||
let squareSize;
|
||||
if (this.pixelAlign) {
|
||||
squareSize = slotSize - (this.unitPadding);
|
||||
} else {
|
||||
squareSize = slotSize - (this.unitPadding * 2);
|
||||
}
|
||||
|
||||
// The grid is laid out notionally left-to-right, bottom-to-top,
|
||||
// so we rotate and/or flip the y axis to match the target configuration.
|
||||
|
||||
Reference in New Issue
Block a user