fixed image preview sizes
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+2
-2
@@ -343,14 +343,14 @@ export default {
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this.controls.lat = 0
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switch (vnode.face) {
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case 'left':
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toPos.x += 4
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toPos.x += 1.5
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this.controls.lon = 180
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break
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// case 'back':
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// toPos.z += 4
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// break
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case 'right':
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toPos.x -= 4
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toPos.x -= 1.5
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this.controls.lon = 0
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break
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// case 'front':
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@@ -149,22 +149,19 @@ export default {
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}
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if (this.preview_img_url) {
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// this.size.x = this.projWall.winW * this.contents_size_factor
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// this.size.y = this.projWall.winH * this.contents_size_factor
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// get the right size depending on screen
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let u
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if (window.innerWidth > window.innerHeight) {
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u = window.innerHeight / window.innerWidth
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} else {
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u = window.innerWidth / window.innerHeight
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}
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this.size.x = this.projWall.winW * this.contents_size_factor
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this.size.y = this.projWall.winY * this.contents_size_factor
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// console.log('ContentBlock created', this.data)
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// let txtcolor = '#000000'
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// switch (this.type) {
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// case 'visible':
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// txtcolor = '#0000ff'
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// break
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// case 'context':
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// txtcolor = '#ff0000'
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// break
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// case 'process':
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// txtcolor = '#00ff00'
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// break
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// default:
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// }
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this.size.y = this.projWall.winH * u * this.contents_size_factor
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// console.log(`windowW :${window.innerWidth}, windowH :${window.innerHeight}, winW : ${this.projWall.winW}, winH : ${this.projWall.winH}, size.x :${this.size.x}, size.y :${this.size.y}`)
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// this.label_canvas = this.createLabelCanvas(this.data.Name.replace(/ /g, '\n').toUpperCase(), 60, 150, txtcolor)
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//
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@@ -256,10 +253,21 @@ export default {
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this.createImgCanvas(this.preview_img_url)
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.then(({ img, canvas }) => {
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// console.log('THEN img loaded ok', this, img, canvas)
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let f = this.size.x / canvas.width
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this.img_size.x = canvas.width * f - this.img_padding * 2
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this.img_size.y = this.size.y = canvas.height * f - this.img_padding * 2
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console.log(`size.x :${this.size.x}, canvas.width: ${canvas.width}, canvas.height: ${canvas.height}, f: ${f}, img_size.x: ${this.img_size.x}, img_size.y: ${this.img_size.y}`)
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// canvas is way bigger than displayable for good resolution
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// reduce it keeping good resolution
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// and fit the width and height to the screen
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let f
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if (canvas.width >= canvas.height) {
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f = this.size.x / canvas.width
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this.img_size.x = canvas.width * f - this.img_padding * 2
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this.img_size.y = this.size.y = canvas.height * f - this.img_padding * 2
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} else {
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f = this.size.y / canvas.height
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this.img_size.y = canvas.height * f - this.img_padding * 2
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this.img_size.x = this.size.x = canvas.width * f - this.img_padding * 2
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}
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console.log(`size.x :${this.size.x}, size.y :${this.size.y}, canvas.width: ${canvas.width}, canvas.height: ${canvas.height}, f: ${f}, img_size.x: ${this.img_size.x}, img_size.y: ${this.img_size.y}`)
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this.img_position.y = this.position.y - this.size.y / 2 - this.img_size.y / 2
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switch (this.face) {
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case 'left':
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