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Fix sketch canvas not resizing properly. Fix #973
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@ -328,7 +328,11 @@ $.Drawer.prototype = {
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// the viewport get rotated later on, we will need to resize it.
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if (this.viewport.getRotation() === 0) {
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var self = this;
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this.viewer.addOnceHandler('rotate', function resizeSketchCanvas() {
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this.viewer.addHandler('rotate', function resizeSketchCanvas() {
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if (self.viewport.getRotation() === 0) {
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return;
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}
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self.viewer.removeHandler('rotate', resizeSketchCanvas);
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var sketchCanvasSize = self._calculateSketchCanvasSize();
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self.sketchCanvas.width = sketchCanvasSize.x;
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self.sketchCanvas.height = sketchCanvasSize.y;
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@ -422,8 +426,8 @@ $.Drawer.prototype = {
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this.context.globalCompositeOperation = compositeOperation;
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}
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if (bounds) {
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// Internet Explorer and Microsoft Edge throw IndexSizeError
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// when you call context.drawImage with negative x or y
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// Internet Explorer and Microsoft Edge throw IndexSizeError
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// when you call context.drawImage with negative x or y
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// or width or height greater than the canvas width or height respectively
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if (bounds.x < 0) {
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bounds.width += bounds.x;
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@ -439,7 +443,7 @@ $.Drawer.prototype = {
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if (bounds.height > this.canvas.height) {
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bounds.height = this.canvas.height;
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}
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this.context.drawImage(
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this.sketchCanvas,
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bounds.x,
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