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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 | 35x 35x 6x 5x 35x 3x 3x 2x 1x 1x 2x 2x 2x | import { px } from "style-value-types" import { Axis } from "../geometry/types" import { ScaleCorrectorDefinition } from "./types" export function pixelsToPercent(pixels: number, axis: Axis): number { if (axis.max === axis.min) return 0 return (pixels / (axis.max - axis.min)) * 100 } /** * We always correct borderRadius as a percentage rather than pixels to reduce paints. * For example, if you are projecting a box that is 100px wide with a 10px borderRadius * into a box that is 200px wide with a 20px borderRadius, that is actually a 10% * borderRadius in both states. If we animate between the two in pixels that will trigger * a paint each time. If we animate between the two in percentage we'll avoid a paint. */ export const correctBorderRadius: ScaleCorrectorDefinition = { correct: (latest, node) => { Iif (!node.target) return latest /** * If latest is a string, if it's a percentage we can return immediately as it's * going to be stretched appropriately. Otherwise, if it's a pixel, convert it to a number. */ if (typeof latest === "string") { if (px.test(latest)) { latest = parseFloat(latest) } else { return latest } } /** * If latest is a number, it's a pixel value. We use the current viewportBox to calculate that * pixel value as a percentage of each axis */ const x = pixelsToPercent(latest, node.target.x) const y = pixelsToPercent(latest, node.target.y) return `${x}% ${y}%` }, } |